Goal
Binding and passing the texture to shader.
Modify the texture filtering & wrapping mode.
Finish the code in main.cpp, vertex shader and fragment shader
2
Assignment 3
Announce date: 2022/05/25 Deadline: 2022/06/08 23:59(UTC+8) Late work will be penalized by 20/week. Copy & paste others’code will get 0.
Hand in your homework to eeclass in the following format(-10 for penalty)
studentID_HW3.zip
studentID_HW3_Report.pdf
3
Settings
TextureModels inside framework would exceed max upload size.
Unzip TextureModels.zip inside below folder.
For Windows
For Mac
In studentID_HW3.zip
◆ Depend on your device
◆ -10 for those upload “TextureModels”
For Mac
5
In studentID_HW3.zip
◆ Depend on your device
◆ -10 for those upload “x64” or “TextureModels”
Don’t upload!!!
For Windows Make Sure exe can run
6
Key Mapping
Please follow the spec bellow, or you would not get the score of item.
You must make sure your key mapping is exactly same to ours.
Transformation and lighting are the same with previous assignments
7
Key Mapping
G: switch the magnification texture filtering mode between nearest / linear sampling
B: switch the minification texture filtering mode between nearest / linear_mipmap_linear sampling
8
Key Mapping
Texture transform on some Pokemon models’ eyes
Apply change on normal order (1-7) when press right arrow key.
Apply change on reverse order (7-1) when press left arrow key.
Always use repeat mode for texture coordinate addressing.
9
Texture Models
A: Normal texture coordinate ( [0, 1] )
B: Need texture wrapping (texture coordinate > 1)
AB
1515
2626 3737 44
1515 2626
3737 44
10
Report
Some screen shot
Description of your program control
instructions
Other special things you have done



