Project 1
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Project 1->2

glRotatef(angle, x, y, z)

tri_angle
quad_angle
rot_step

keyboard() {

case 'z' {

}

case 'x' {

}

x,y,z vector to rotate about

glColor3d(R, G, B)

glShadeModel(GL_SMOOTH)

or GL_FLAT - average vertices

project 2->3

  glEnable(GL_DEPTH_TEST);
  glDepthFunc(GL_LEQUAL);
  glClearDepth(1.0f);
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

make 3d

  glCullFace(GL_FRONT);
  glEnable(GL_CULL_FACE);

Noticed lots of vertices...

Serious work use vertex arrays, normal arrays etc., object loaded from file
Advantages - single DMA transfer, hardware T&L

project 4


glTexParameteri(GL_NEAREST/GL_LINEAR)

glTexImage2D( target, level, internalFormat, width, height, border, format, type, pixels);

level - multiple levels of detail

project5

ambient - scattered by environment - no source

diffuse - comes from a certain direction, bounces of in all directions - independant of camera location

specular light - comes from a certain direction, bounces off in a certain direciton - camera dependant