I am developing an application that uses OpenGL and I need to create a series of parallel QUAD_STRIPS. You can think of it as a curved road with multiple lanes and I need to draw each lane separately. These lanes need to follow a set Bezier curve (with 2 control points) that is located along the center stripe of the road.

I can calculate the points along this cubic Bezier curve, but I am looking for a way to calculate a like number of points along both edges of each lane that parallels the center stripe that have a consistent offset or lane width if you will. If it matters, the initial curve can have any orientation in the Cartesian plane.

I can calculate the points along this cubic Bezier curve, but I am looking for a way to calculate a like number of points along both edges of each lane that parallels the center stripe that have a consistent offset or lane width if you will. If it matters, the initial curve can have any orientation in the Cartesian plane.

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But you might draw a line perpendicular to your curve at a point on the curve and lay off a distance of 1/2 your lane width in both directions on that perpendicular. Select as many points on your curve as you think you need and connect all the added points with straight line segments. If the segments are not curvey enough for you, just select more points on the initial curve.

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Algorithms

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You might try just adding a perpendicular to the tangent, or try the methods here:

http://www.cis.usouthal.edu/~hain/general/Publications/Bezier/BezierFlattening.pdf