Quake 3 curved surfaces are MA B*TCH*S! LOL I can now use them as primitives for mesh creation
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While the trouble saving irr scenes solved, i moved on and implemented these. I could implement the LOD control, but at this rate, that is better done on a geometry shader, so makes not much sense, but as "source" primitives, they provide a nice starting point. So far, i can control their U and V tesellation factor and their U and V tile repeat.
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These are 3 all together. The similar normals provide their seamlessly interconnection.
Things are getting kinkier as time goes by

"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt