teaching machines

Feature 3 Post Mortem

Shading the objects in my scene wasn’t difficult, but it took me a while to perfect. To start, I initialized the three different ShaderPrograms in my scene so I can set each individual shader to one of these three later. My three programs are for diffuse lighting, specular lighting, and my terrain. After doing this, I simply applied […]

Feature 1 Post Mortem

To load OBJ meshes into my scene, I didn’t change too much from the examples in the videos. I used the same function in ObjUtilities to load them in, and I used arrays of VertexAttributes, ShaderPrograms, and VertexArrays to store the different objects. Before I set the individual elements of the arrays, I initialized all […]

HW F.3 – Hannah

My scene is lit and my goal post is specularly-highlighted. I really didn’t have any trouble with this because it was pretty much straight from the lectures. Here is the shader code:                   Here is a comparison of the goal post in my scene from before it was […]

HW F.8 – Hannah

For this feature, I added a texture to my terrain. I found an image online of a view of a Packer football field, and the image was square. I took the image and converted it into a PPM. In my vertex shader, I forwarded texture coordinates on to the fragment shader using the x and […]

HW F.2 – Hannah

I completed feature 2, which was including a computationally-generated terrain in my scene. I took the ruby code Chris wrote in his diamond-square lecture and translated it into C++ so I could run it in Visual Studio (I didn’t know how to run the ruby code :/, and it was fun converting it :). This […]

HW F.1 – Hannah

I completed feature number 1, which was loading an OBJ mesh into my scene. Essentially, I took Chris’s code from lecture, but changed it so that the obj file doesn’t have to be manually altered in order to work correctly (counting the vertex and face lines and putting the totals in the file). Now, my […]

Feature 2 Post Mortem – Conor

This is my post for feature 2 of the project, terrain generation.  Since I felt like I didn’t fully grasp the diamond-square algorithm the first time that I watched the video, I watched the video again and re-implemented the algorithm in Python.  As far as the algorithm itself goes, I didn’t use any other help than the […]

Feature 1

Editing ObjUtilities code from class to work on real obj files was fairly straight forward. I looped over the file, incrementing nvertices anytime a line started with ‘v ‘ and incremented nfaces anytime a line started with ‘f ‘. Other lines were simply ignored. Originally, I tried using the regex library for a bit more […]

Feature 4

Doing a skybox presented a few frustrations, but a very rewarding result. My general strategy for the skybox was to texture a cube (with all vertices at a -1 or 1 coordinate) that surrounded the camera, without depth testing. It would use the camera’s rotations, but ignore it’s translations. To ignore depth testing, simply disable […]

Post Mortem Features 1+2

I decided I didn’t really want to create a terrain on my own so I searched for some terrain online.  I figured there would be a halo community with a lot of it and I ended up finding http://hce.halomaps.org/index.cfm.  There are a lot of models people created on here that you can import into blender and […]

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