The steps in implementing B zier triangle patches What are the steps in creating a B zier triangle patches. What steps would you do in order to create this in directx 11? Say I just input 3 vertices and create a simple triangle. Is this enough? Or should I create a triangle with 9 vertices, all of them in different heights so it would make a bumpy triangle, then I apply berstein's formulas and make them smooth. so I get like a smooth triangle, not all bumpy. A triangle like My book says Research and implement B zier triangle patches. Luna, Frank D. (2012 05 21). Introduction to 3D Game Programming with DirectX 11 (Kindle Location 11901). Mercury Learning and Information. Kindle Edition. So what are the steps you would do in order to accomplish it? Please no "coulds"