I'm afraid not. I'm super stoked though, first chance I've had to get away on holiday for over 2 years, so I really can't wait.
Go to first new post copy paste (Multi-page thread 1 2 3 ... Last Page) LordDz_2 Today 116 PM by McGyver Go to last post 151 1,359
Find my favourite spot of the inter net: http://fc01.deviantart.net/fs71/f/2014/030/1/a/map_of_the_internet_1_0__by_the9988-d72b5tb.jpg
Assignment *2 *| *building *a *new *model Teaching *assistant: This *assignment’s *main *task *is *to *create *a *new *3D *model *in *the *shape *of *pyramid *and *to learn *how *to *work *with *texturing. *As *first *step, *what *you *need *to *do *is *to *create *a *new project *called *Pyramid *and *copy *the *two *files *Game1.cs *and *glass.png *from *MoveCamera. Make *sure *to *add *glass.png *to *the *project. *Change *the *name *space *in *Game1.cs *to *Pyramid. Task *1 Build *your *own *model *by *turning *the *cube *into *a *pyramid. *The *model *requires *6 *triangles (including *the *bottom). *Write *a *method *that *computes *the *normals *for *the *pyramid’s *faces. Useful *functions *and *hints: The *vector *cross *product * Vector3.Cross(A,B) will *help *you *calculate *the normal. To *give *the *normal *the *length *1 *(e.g. *|N| *=1), *you *can *use *the *method Vector3.Normalize(N). Make *sure *to *update *the *call *to * DrawPrimitives *in * Draw * so *that *the *number *of triangles *is *6. Task *2 Change *the *texture *of *your *pyramid. *Download *the *crate.png *image *and *add *it *in *your project. *Use *the *knowledge *you *obtained *about *UV *mapping *(texturing) *and *create *a *model in *which *every *face *of *the *pyramid *depicts *one *part *of *the *given *picture *as *following: *******************************Methods *for *Modelling, *Simulation *and *Visualization *II *************************************** Lab *Assignments ********************************************************************************************************************2 *| *P a g e Task *3 **(Further *practice) 1. Playing *a *Video *on *a *Surface Follow *the *tutorial: **http://msdn.microsoft.com/en-*‐us/library/dd904199.aspx 2. Moving *the *Camera *on *a *Curve Follow *the *tutorial: **http://msdn.microsoft.com/en-*‐us/library/bb203908.aspx Task *4 Write *a *report *on *how *you *solved *each *task. *If *necessary *use *some *theory *to *justify *your proposed *solution. NOTE: **see *Msv2_Lab *Rules *and *Instructions *on *how *to *write *and *submit *your *report
Assignment 2 | building a new model Teaching assistant: This assignment’s main task is to create a new 3D model in the shape of pyramid and to learn how to work with texturing. As first step, what you need to do is to create a new project called Pyramid and copy the two files Game1.cs and glass.png from MoveCamera. Make sure to add glass.png to the project. Change the name space in Game1.cs to Pyramid. Task 1 Build your own model by turning the cube into a pyramid. The model requires 6 triangles (including the bottom). Write a method that computes the normals for the pyramid’s faces. Useful functions and hints: The vector cross product Vector3.Cross(A,B) will help you calculate the normal. To give the normal the length 1 (e.g. |N| =1), you can use the method Vector3.Normalize(N). Make sure to update the call to DrawPrimitives in Draw so that the number of triangles is 6. Task 2 Change the texture of your pyramid. Download the crate.png image and add it in your project. Use the knowledge you obtained about UV mapping (texturing) and create a model in which every face of the pyramid depicts one part of the given picture as following: Methods for Modelling, Simulation and Visualization II Lab Assignments 2 | P a g e Task 3 (Further practice) 1. Playing a Video on a Surface Follow the tutorial: http://msdn.microsoft.com/en-‐us/library/dd904199.aspx 2. Moving the Camera on a Curve Follow the tutorial: http://msdn.microsoft.com/en-‐us/library/bb203908.aspx Task 4 Write a report on how you solved each task. If necessary use some theory to justify your proposed solution. NOTE: see Msv2_Lab Rules and Instructions on how to write and submit your report
for (int i = 0; i < numRadialSubdivisions; ++i) { float angle = TWO_PI * ((float)i / (float)numRadialSubdivisions); float s = sin(angle); float c = cos(angle); verts[index++].set(c, s, 0.f); }