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CG – Assignment 3 – Texture Mapping Solved
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Description

5/5 – (1 vote)

Detail Instruction by Ruen-RoneICL/ITRILee
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
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
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”

ForMac

In studentID_HW3.zip
Depend on your device
-10 for those upload “x64” or “TextureModels”

For Windows Make Sure exe can run
 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
 G: switch the magnification texture filtering mode between nearest / linear sampling
 B: switch the minification texture filtering mode between nearest / linear_mipmap_linear sampling
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.

Texture Models
 A: Normal texture coordinate ( [0, 1] )
 B: Need texture wrapping (texture coordinate > 1)
A B

Report
Some screen shot
Description of your program control instructions
Other special things you have done
15
Grading Policy
Item Score
Textured model rendered 35%
Magnification texture filtering mode switch 20%
Minification texture filtering mode switch 20%
Texture transform 20%
Report 5%
Total 100%
16

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