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Computer-Graphics- Assignment 3 – Texture Mapping - Solved

Goal
uBinding and passing the texture to shader.

uModify the texture filtering & wrapping mode.

uFinish the code in main.cpp, vertex shader and fragment shader


Settings
uTextureModels inside framework would exceed max upload size.

uUnzip TextureModels.zip inside below folder.

 

                             For Windows                                 For Mac

In studentID_HW3.zip
  Depend on your device

  -10 for those upload “TextureModels”

 

ForMac

  Depend on your device

  -10 for those upload “x64” or “TextureModels”

 

                          For Windows         Make Sure exe can run

u  Please follow the spec bellow, or you would not get the score of item.

u  You must make sure your key mapping is exactly same to ours.

u  Transformation and lighting are the same with previous assignments

u  G: switch the magnification texture filtering mode between nearest / linear sampling

u  B: switch the minification texture filtering mode between nearest / linear_mipmap_linear sampling


uTexture transform on some Pokemon models’eyes

uApply change on normal order (1-7) when press right arrow key.

uApply change on reverse order (7-1) when press left arrow key.

uAlways use repeat mode for texture coordinate addressing.

Texture Models
u  A: Normal texture coordinate ( [0, 1] )

u  B: Need texture wrapping (texture coordinate 

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