the control points of the patch, arranged in u-major order, i.e. indices 0-3 are all along the top u-edge, etc. There must be 16 points; otherwise, an error will occur during evaluation. Note that the ordering of the vertices will determine the direction of the faces and the normals; the normal direction is roughly -[(P_03 - P_00) cross (P_30 - P_00)].
the displacement shader
the color shader
The bounding sphere of the surface.
The bounding sphere of the surface. The bounding sphere can be larger than the surface, but must not be smaller.
a sphere containing the bounds of the surface
Gets the world-space normal at a certain UV coordinate.
Gets the world-space normal at a certain UV coordinate.
the U component
the V component
the world-space normal
Gets the world coordinates at a certain UV coordinate.
Gets the world coordinates at a certain UV coordinate.
the U component
the V component
the world coordinates
Creates a new split surface with this surface, unsplit, with the split count equal to 0.
Creates a new split surface with this surface, unsplit, with the split count equal to 0.
a split surface containing this surface.
Defines a Bézier patch of degree (3, 3), that is, one with four control points along each parameter.