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assignment3 question 4a,2

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Anonymous User
assignment3 question 4a,2
June 21, 2006 12:08PM
When they mean quadrilaterals do they mean use



etc or

the example on page 55 of the book?
Re: assignment3 question 4a,2
July 10, 2006 10:02PM
I imagine any method that draws a sphere with quadrilaterals will be accepted. A quadrilateral is any shape with four sides - a planar, convex quadrilateral is a quadrilateral with all four points in the same plane that forms a convex polygon. I imagine the use of planar, convex quadrilaters are what is expected. glutWireSphere draws spheres with quadrilaterals.
Re: assignment3 question 4a,2
July 11, 2006 09:06AM
Yes, but how do you texture map if you're using a "black box" routine? The texture mapping thing is really worrying me. In my understanding, you have to specify your texture coordinates for each vertex as you build the object. If you're using a "black box" routine to draw the sphere, you can't do that because you don't have the vertex building code.
Anonymous User
Re: assignment3 question 4a,2
July 11, 2006 10:49AM
GLUquadricObj *q;
q = gluNewQuadric(); gluQuadricNormals(q, GL_SMOOTH);
gluQuadricTexture(q, GL_TRUE);

glBindTexture(GL_TEXTURE_2D, texture[0]);
gluSphere(q, 0.4f, 12, 12);
Re: assignment3 question 4a,2
July 12, 2006 09:12AM
Thanks smile I also found similar info here: http://www.cs.ubc.ca/~alex/FASTRAK/node43.html
Anonymous User
Re: assignment3 question 4a,2
July 12, 2006 10:10AM
hey sirius if you get the time before the due date for cos351 (this saturday) can you compare your answer with mine


Re: assignment3 question 4a,2
July 12, 2006 11:34AM
I can. I've already submitted the assignment, can you email me your answer and I'll look into it probably tonight if I get a chance. Not to say my answer is correct though smile
Anonymous User
Re: assignment3 question 4a,2
July 12, 2006 02:17PM
thanks its much appreciated
Re: assignment3 question 4a,2
July 15, 2006 12:32PM
isn't a quadric a surface? i.e. not a collection of quadrilaterals?
Re: assignment3 question 4a,2
July 15, 2006 12:51PM
sorry for the confusion - found a reference for gluSphere:

void gluSphere( GLUquadricObj *quadobj, GLdouble radius, GLint slices, GLint stacks );

This renders a sphere of the given radius centered around the origin. The sphere is subdivided along the Z axis into the specified number of stacks, and each stack is then sliced evenly into the given number of slices. Note that the globe is subdivided in an analogous fashion, where lines of latitude represent stacks, and lines of longitude represent slices.

so, basically, the rendered object would be identical to one rendered using the method described on page 55.
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