| assn4a.zip |
Project source files for part A (New! - 4/8/2003) Now links properly on machines in OLS 002a (New! - 4/9/2003) Fixed lighting model |
| cg_env.reg |
Registry script to load necessary Cg environment variables (New! - 4/8/2003) (Required to run Cg in OLS 002a) |
| Cg Toolkit |
For working at home -- already installed in OLS 002a |
| Cg Toolkit Reference |
Included in the Cg Toolkit |
phong.cg. This is a Cg file, written using nVidia's Cg language specification. The program in phong.cg will be loaded on to the vertex unit in the pipeline, and so will be called once for each vertex. The code will recieve the vertex info as an input structure (VSinput) and produce output in the form of an output structure (VSoutput). phong.cg simply take the input and outputs a vertex that is colored based on the input normal, and transformed into eye-space. You will need to modify this code to have it (roughly) mirror the OpenGL behavior for up to 4 lights. Since you are not doing Blinn specular, your specular components will be slightly different from OpenGL.
lit instruction
shader.h, shader.cpp, and phong.cg to support emissive lighting as well.
.exe files, like fluid.exe for example. All you should be submitting should be source, models, and the visual studio project files.