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View Code? Open in Web Editor NEWGraphics Project 3
Graphics Project 3
UnProject to get into WorldSpace
Cast a ray from Point
Scan each Object with glm::intersectRayTriangle (in Mesh class with CUDA)
Add some additional post-processing effects, possibly including:
[ ] chalk shader
[ ] bloom
[ ] hdr
The circular ribbon does not quite touch since migrating the newer version of the Ribbon code.
Possible Solutions:
Get this working according to Perry's last lecture.
Use Splines to generate a Mesh (CUDA)
4 Control Points?
Catmull-Rom Spline
USE GLM
http://glm.g-truc.net/0.9.4/api/a00203.html
Add code for Orbit Mode (for the ModelViewer Scene)
Add both Texture Coordinate vertex attribute as well as the ILContainer class from Perry.
Create an extra kernel to handle edge cases.
WorldObject will contain:
vec3 position
vec3 facing
vec3 speed
vec3 up
Initialize, LoadObj, Update, Draw, TakeDown
Initialize will call GlobalInitialize if isInitialized = false
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.
Unknown reason, it's right around 65k triangles (not sure if this is the issue or if it is something else: I'm almost positive I'm not using shorts anywhere). I am using glDrawArrays, but I tried implementing it with indices and glDrawElements and the same issue occurred.
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
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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