|
Readme - Final Project - CSE 167 - Student: Matthew Moore
Controls
- Left Arrow -- bank left
- Right Arrow -- bank right
- w -- wire frame mode
- Esc -- quit
Features (Implemented Project Goals)
- Good looking (read: textured), low polygon count F-22 (the plane)
Accomplished by using only the essential shapes of the
plane. The texture maps I made in Photoshop. The Afterburner is just
two lens-flare effects next to each other, and the top of the fuselage
is a picture of the top of an F-22 (warped to fit a rectangle).
- Sky and ground textures
Found on the internet, and edited to fit the page The sky
texture must be mapped exactly so that the horizon will appear in the
correct place.
- Sky and ground "reflection" on plane
Accomplished by having two lights enabled in OpenGL: one blue shining down
from above the plane, and one green shining up from below the plane.
- Simulated motion for straight ahead flight -- constant speed
Accomplished by only displaying a part of the ground
texture map in OpenGL's Z-axis (which is actually the texuture map's Y-axis).
This "window" of the texture map is moved up the texture map's Y-axis, and looped
to the bottom of the texture map when it reaches the top.
- Simulated motion for turns -- the greater the roll angle, the greater the sideways speed.
Accomplished by only displaying a part of the ground
texture map in OpenGL's X-axis (which is actually the texuture map's X-axis also).
This "window" of the texture map is moved to the left or right of the texture map's
X-axis, and looped to the opposite side of the texture map when it reaches an edge.
The changing speed is accomplished by making the increment amount for the position
equal to the roll angle divided by the max roll angle (~90 degrees) times
the max speed in the X direction.
Unimplemented Project Goals
- Fully textured F-22 (the plane)
Would have been accomplished by more fancy photoshop work on
pictures of F-22's from different angles.
- Climbing and Descending
Would have been accomplished by some fancy photoshop work with a
cloud texture -- the ground rectangle would of course also have to be incrementally
moved in and out of the scene to take up more or less of the screen with changing
altitudes.
- Specular highlights for the sun
Would have been accomplished by making a higher polygon model of the
plane to actually pick up the highlights. Gouraud shading on a spotlight fails of course
when the spotlight is focused in between vertices. To avoid this problem,
many verticies must be made.
- Afterburner affect (a "flame", extending from the engines)
Would have been accomplished by experimenting on transparent
texture maps on a cylinder extending from the rear of the F-22.
- Missile Firing on a Bezzier Curve
Would have been accomplished by actually reading about this topic :).
|