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CITS3003 May 2016
Implement the scene-editor texture scale menu item (alongside the rotation angles). The texture scale is already stored in sceneObjs, you just need to arrange for it to modify the call to texture2D in the fragment shader. (See the third Sample video below.)
Other additional functionalities by the group may earn a small number of bonus marks, but not more than 2 marks out of 20. Generally focusing on other tasks is a better use of your time. E.g.,(1) loading and saving scenes, (2) clicking on objects to edit them, (3) setting paths for objects to move along over time, (4) motion under physics, (5) particle effects, (6) attaching one object to another so that they move and rotate together. (These are tougher than above, but also suitable as your individual additional functionality.)
In the starting point, triangles are "clipped" (not displayed) if they are even slightly close to the camera. Fix the reshape function so that the camera can give more "close up" views of objects. Hint: there's more than one thing you'll need to change.
Add a second light to both the C++ code and the shaders. The second light should be directional, i.e., the direction that the light hits each surface is constant and independent of the position of the surface. In particular, use the direction from the second light's location to origin as the direction of the light. Like the first light, use sceneObj[2] to store the coordinates and colours of the second light, and make it otherwise similar to the first light, including placing a sphere at the coordinates of the light.
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