TEXTURES

these are very hard...I have a bmp reading .h and .c file with this week's code, I got it out of the Super Bible. After reading this in, the vertexes of any shape (other than a primitive) must be mapped to a percentage coord in the texture (0-1 on all sides). In my flag waving program, I just have 1 in four vertexes mapped so it looses some detail when you lower the count of the triangles...I added an axis, I don't know why it didn't work the first time I tried, but for some reason it didn't. The axis is added outside of the lighting so it's always bright. I also found that OpenGL version 1.2+ supports specular highlights on textures, whereas 1.1 does not. Texturing is a huge topic, next week I want to try and use alpha maps to generate cutouts in the textures.

controls

a, z control elevation, arrows are strafing, mouse is heading

s and x control the glare off of the surface

c and d control the polygon count c is normal d is one third of c

b stops and starts the clock

w toggles wireframe mode

Next week, textures with see through spots or shadows