# subsurf.js GPU/WebGL subdivision surface rendering library. It works by subdividing an input mesh once, decomposing it into bicubic patches, which it evaluates on the GPU. It does this by packing the patch parameters into a texture, then rendering each patch via (a single) vertex array of 2D u,v points. Right now, the "library" is more of a demo, as I'm unsure what sort of API would be best. Contributors welcome. This project is public domain, except for the following files: scripts/vectormath.js scripts/draw.js scripts/math.js scripts/require.js . . . which make use of code from an Apple WebGL demo, as well as require.js. The rest of the files are public domain: scripts/patch.js scripts/subdiv.js scripts/mesh.js scripts/polyfil.js scripts/screen.js scripts/modaltool.js scripts/app.js