Blog Entry #2

This week, we have been worked on some basic functionalities of our final project. Currently we do not have any update on the project information. Here are the specific parts we worked on:

Skybox
        We created a skybox which works as the background of the city. 

Building with texture

We created the Building class and each Building object is a cube geometry. The four side planes (front, back, left, right) of the cube work as the surface of a building and the top plane works as the roof. We mapped a texture onto those planes to make it looks like a real building. We used a vector to store multiple Building objects and stacked them together to create a taller building. This procedure would be useful when we implement the procedurally modeled city.  The following screenshot is a building that consists of three blocks:

Plane and bomb model
For both of the plane and the bomb model, we selected obj files from the internet to be our model. As expected, both file has different parsing method and each model has their own special texture. The major problem is that the online obj files have quad fragments, but the parser that we computed is for triangular fragments.
To overcome this issue, we basically have to split the quad into two triangles. For example, if the quad’s four points p1, p2, p3, and p4 clockwise. We will split this fragment into two triangles fragments, one with p1, p2, and p3 and the other with p1, p3, and p4. Luckily, we have SketchUp and it’s extension tool to accomplish this task. With the Simlab extension for SketchUp, the software could import an obj file and convert it to triangle fragments. And then, we could use the parsing method from homework three to parse the data. In addition, we have two separate shaders for the bomb object and the plane object.

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