visualization of a bunny
C C++
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bunny
include
lib
raytrace
Makefile
README
bunny.ply
glew_ui.c
lib.h
main.cpp
opengl_test.c
simple_shader.frag
simple_shader.vert
texture.bmp
texture2.bmp
util.c
utils.cpp
utils.hh

README

The code vizualises a bunny.

Compile the code with make (tested to work on machines Maari-C, some links in
directory structure expect that).

After that you start the program by giving the command
./test bunny.ply texture.bmp texture2.bmp
(quit by pressing the escape key)

We won't submit the largest ply files as they are quite large and unnecessary.

## Navigation
You can navigate by using the mouse. Scrollweel zooms in and out (as do
buttons a and z on the keyboard) and moving the mouse while pressing left
button and using the arrow keys rotate the object.

Keyboard buttons a and z zoom in and out and arrow keys rotates the
view.

## Completed
* loading object: yes
* fixing broken normals: tried but not quite :(
* loading texture(s) from file(s): yes
* updating viewport: yes, this also resets the camera
* directional light using shaders: yes
* Blinn-Phong: yes
* modulating texturing with blinn-phong: yes
* mapping the texture: simple coordinate projection
* ui: yes

## We haven't

* left double buffering or z-buffering out
* used OpenGL1-styled commands
** note, we do use glScale etc to create the transform matrices that we then
pass as uniforms
* managed to avoid using shaders
* used a GLSL version lower than 1.50
* forgotten to write this README file


## Additional features
If you wish to see movement, press spacebar to toggle animation, an "almost
realistic" jumping of the bunny. On the other hand if you wish to see our toon
shaded bunny, press t on the keyboard. Pressing 2 toggles the other texture
that takes over majority of the bunny.

As you can see we have drawn the bunny. We load the ply file and attempt to
reorient skewed normals (this isn't working as we couldn't figure out the
appropriate algorithm). 

For some reason reading BMP files in the appropriate order (not RGB) didn't
work as specified so we are flipping the colors back to their original places
in the shader.


Made By:
Jyry Suvilehto 64555P
Kristoffer Snabb 57872V