Curved surface support in the form of bi-quadric bezier patches is now in and working. I’ve added a new screenshot of a patch to the images section to show you what it looks like. The code is now in CVS.
As I said earlier I’ve concentrated on implementing a generic bezier patch solution for the whole engine. Now that I’ve done this, I’m plugging it into the Quake3 level renderer to get rid of all those blank areas where the curved surfaces should be. However I’m getting some very bizarre memory allocation errors which I’m having problems tracking down. Watch this space – once I’ve resolved this I’ll be uploading a new snapshot.