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cs559p3's Issues

Mesh and Shader Interoperability

Possible Solutions:

  1. Shaders are instanced off of the Mesh class.
  2. Mesh class simply provides geometry, whoever calls Mesh->Draw worries about setting up the Shaders. This is how the cookbook does it. They set up the Shaders seperately for each Scene.

Mesh Shapes

  • Planar
  • Sphere
  • Cylinder
  • Disk
  • Cube
  • Frustum?
  • Others?

Textures

Add both Texture Coordinate vertex attribute as well as the ILContainer class from Perry.

WorldObject Class

WorldObject will contain:

static variables (initialized once)

- [ ] vector of Mesh - [ ] vector of Shader - [ ] vector of Texture - [ ] bool isInitialized = false;

normal variables

vec3 position
vec3 facing
vec3 speed
vec3 up

Methods

Initialize, LoadObj, Update, Draw, TakeDown
Initialize will call GlobalInitialize if isInitialized = false

Scene Class

Migrate Scene from main.cpp

Will have things like a Camera, handling for mouse, keyboard, etc. Then we can each have a ScenesDustin.cpp and ScenesWesley.cpp files that will work on different scenes at the same time and they will be seperate.

Fix framebuffer re-size-glitch

Framebuffer does not resize correctly when the window size has been changed, there are two possible solutions
[ ] Create an oversized framebuffer, then only use a portion of it
[ ] Recreate the framebuffer every time the window is resized

Create Model Class (OBJ/MTL)

Model will extend the Object class and will load in an OBJ file into separate Meshes with materials stored in the MTL file.

Another option would be to write a custom exporter for Blender.

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