734 | | [[Image(motorbike-final.png)]] |
735 | | called in `main()` right after `read_wavefront("motorBike.obj");`. Now mistery occurs with garbled part of motorbike. Where the problem is? Possible suggestions: pointer problems, normal calculation, OpenGL bug, shader, data, ... Hint: Observe number of triangles versus number of vertices. Use debugger, Valgrind and VisIt to locate the problem. Quick fix is given as final [attachment:motorbike.c] source. |
| 734 | [[Image(motorbike-final.png,right)]] |
| 735 | called in `main()` right after `read_wavefront("motorBike.obj");`. Now mistery occurs with garbled part of motorbike. Where the problem is? Possible suggestions: pointer problems, memory leackage, normals calculation, OpenGL bug, shader, data, ... Use debugger, [http://valgrind.org/ Valgrind] and VisIt (normals) to locate the problem. Hint: Observe number of triangles versus number of vertices. Quick fix is given as final [attachment:motorbike.c] source. |
| 736 | |
| 737 | == Homework == |
| 738 | 1. Colorize the model by groups |
| 739 | 1. Add opacity (alpha) |
| 740 | 1. Find (or create) nice shader source |
| 741 | 1. Add scientific data such as pressure at the surface |
| 742 | 1. Draw streamlines with velocity colorization |
| 743 | 1. Convert example into GPU buffered (VBOs). |