There are three purposes to this Lab session:
I've mentioned a few times that OpenGL is the rendering technology underlying a few games engines, including the Quake III one. In general, these engines keep their frame rates up by placing the player in environments that are fairly simple geometrically, often little more than a `box' made from six planes. Visual complexity is achieved by mapping textures onto the planes.
For this last Laboratory assignment, you are asked to:
You will find the last two example OpenGL programs in the lecture handouts (programs 12 and 13) give much of the code you will need, including all the texture-mapping code.