EECE 478: Assignment #3
Due Date: Feb. 25 5pm.
Value: 7% of course grade.
Late Penalty: down 20% per day. No credit after 5 days.
This programming assignment will continue the modeling you did in
Assignment #2. You will demonstrate an understanding of the moving
camera model, lighting and materials.
Starting from your program for Assignment #2:
- Use glViewport to establish four separate drawing areas in the
screen (quadrants). Each of these views will display the same
scene from a different viewing position:
- The top-left quadrant will contain the view established in
Assignment #2,
- The top-right quadrant will show a view looking directly down
the Y axis at the arm (overhead),
- The bottom-left quadrant will show a view looking directly down
the Z axis, and
- The bottom-right quadrant will show a view looking directly
down the (you guessed it) X axis.
- Define a global ambient white light source (30% illumination).
- Define a distant point source with a color selected from (red,
green, blue or white) by a GLUT menu.
- Use at least two different materials in your model, at
least one with a visible (from certain angles) specular component.
- Load
and map a texture for the ground plane. You may use any texture (max.
256x256px) and may tile it repetitively or map it to the whole ground
plane. Include the texture with your source code.
The assignment submission will be by email (to eece478@gmail.com with cc: to
leei+478@ece.ubc.ca), with a short (max. 40
lines) description of the means of accomplishing the enhancements, the
operating system you used, and the complete source code for your
working program attached. It will be compiled and executed to test its
functionality.