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calc_spline(3)			 Allegro manual 		  calc_spline(3)

NAME
     calc_spline  - Calculates a series of values along a Bezier spline. Allegro
     game programming library.

SYNOPSIS
     #include <allegro.h>

     void calc_spline(const int points[8], int npts, int *x, int *y);

DESCRIPTION
     Calculates a series of npts values along a Bezier spline, storing	them  in
     the  output  x  and y arrays. The Bezier curve is specified by the four x/y
     control points in the points array: points[0] and points[1] contain the co-
     ordinates of the first control point, points[2] and points[3] are the  sec-
     ond  point,  etc.	Control  points  0 and 3 are the ends of the spline, and
     points 1 and 2 are guides. The curve probably won't pass through  points  1
     and  2,  but they affect the shape of the curve between points 0 and 3 (the
     lines p0-p1 and p2-p3 are tangents to the spline). The easiest way to think
     of it is that the curve starts at p0, heading in the direction of	p1,  but
     curves  round  so that it arrives at p3 from the direction of p2.	In addi-
     tion to their role as graphics primitives, spline curves can be useful  for
     constructing  smooth  paths  around  a series of control points, as in exs-
     pline.c.

SEE ALSO
     spline(3), exspline(3)

Allegro 			  version 4.4.3 		  calc_spline(3)

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