Feature 1 – Kevin
I modified my ObjUtilities file to be able to read in any vertices and faces and calculate how many are in the file on its own. This was fairly straightforward and I didn’t have any problems with it outside of minor syntax errors. I attached screenshots of my code from the file for everyone to […]
Feature2-Spencer
For feature 2 I basically followed the diamond square algorithm given to us, with only a slight change to the code so that when the terrain was read in it was flat and being looked across, as opposed to above it and looking down on it. This just required a change to x and z coordinates, […]
Feature 1- Spencer
The first feature didn’t require much outside effort outside of the code that I already had for class. The only thing I added was the ability to parse an obj file for the faces and vertices, as opposed to having to count them by hand. A little code A little star And […]
Feature 8 Post Mortem
Before I begin describing this feature, I’d like to note that I caught a mistake involving my water. After hearing other people talk about it, I realized that the reflection on my water wasn’t changing as the camera moved. After a few attempts, I managed to fix it, and now my water reflects different skybox […]
Feature 5 Post Mortem – Conor
This is the post mortem for my camera feature. While implementing a camera for my scene, the only resource that I used was the video that Chris provided. This was fine for simply moving around the scene, but I needed to extend the camera to auto-adjust itself based on terrain height. In order to accomplish […]
HW F.5 – Hannah
I completed Feature 5. I have had the ability to move around my scene for a long time, but I haven’t been moving with the contour of the terrain until this submission. I had a hard time conceptualizing how to make that happen, and I give credit to all of those who completed this feature before me, […]
Feature 4
If I followed the video correctly that Chris posted about this it would have been a lot easier. However I decided to ignore the fact that you need an image that is square. Debugging this issue really wasn’t easy. I ripped apart all of my code and was still clueless since everything compiles okay and […]
Feature 6
My biggest challenge this time was correctly reflecting the skybox off the water. The vector that needs to be reflected is the direction from the camera to the world position. There was no way to get this with the shaders written in the water tutorial video. Passing in the camera’s position as a uniform was […]
Feature 6 Post Mortem
In order to implement this feature, I decided it best to totally rework my landscape to better integrate a source of water into the scene. This was the result of some brief fiddling around in GIMP, making a height map and corresponding texture: Up close, the water looks more like this: This feature took quite […]
CS 455 Lecture 18 – Projective Texturing and Geometry Shaders
Before Class Projective Texturing Watch http://youtu.be/sEY78iaPNCU. Read section Applying a Projected Texture in chapter 4, pp. 138-143. Geometry Shaders Watch http://youtu.be/altB6G6_bTY. Watch http://youtu.be/O7Xd5csI0Oo. Watch http://youtu.be/AM8RXjdZ8w4. Watch http://youtu.be/ppdCZiiG8aQ. In Class Please work on your homework features.