CPSC 324, Fall 2002 Information for the Second Test ------------------------------------------------------------------------- The second test for this course will be given in class on Monday, November 4. It will cover Chapter 3, pages 93--139; Chapter 5, pages 173--210; and Labs 6 through 8. Here are some of the things you should know about for this test: transformations glOrtho(left,right,bottom,top,near,far) modeling coordinates glFrustum(left,right,bottom,top,near,far) modeling transformation glMatrixMode(GL_PROJECTION) world coordinates glMatrixMode(GL_MODELVIEW) viewing transformation glLoadIdentity() projection glPushMatrix() viewport glPopMatrix() device coordinates glTranslatef(dx,dy,dz) modelview transformation glScalef(sx,sy,sz) perspective projection glRotatef(angle,vx,vy,vz) orthographic projection gluLookAt(ey,ex,ez, rx,ry,rz, upx,upy,ypz) clipping view volume glEnable(GL_DEPTH_TEST) composition of transformations glClear(GL_DEPTH_BUFFER_BIT) hidden surface removal depth buffer (aka z-buffer) glEnable(GL_COLOR_MATERIAL) z-buffer algorithm glMaterialfv(faces,property,val) equivalence of modeling and glEnable(GL_LIGHTING) viewing transformations glEnable(GL_LIGHT0) lighting glLightfv(lightnum,property,val) diffuse & specular reflection ambient illumination glEnable(GL_NORMALIZE) materials: diffuse, specular, glNormal3fv(vx,vy,vz) ambient, and emissive color lights in OpenGL (all OpenGL functions from directional lights the previous test!) positional lights setting the position of a light "glutWire" objects in OpenGL "glutSolid" objects lit vs. unlit scenes in OpenGL vector normal vector to a surface how normal vectors affect lighting calculations applying transformations to lights examples of viewing and projection in OpenGL From Blender: tracking with spotlights and cameras, shadows and spotlights, bezier curves, lathing, extrusion, key frame animation, inserting key values, material animation, path animation, IPO curves, animation formats (AVI Jpeg, gif, MPEG)