X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Frasterize;a=blobdiff_plain;f=README;h=4a614ea44d8e5ce97ccafe95a1120e1a98ad7bca;hp=8a5cb5f28e16d5e1c681c27ae26906daf57814c9;hb=07083c8dfbbd4fe48e84d86ce8d7e44e0719b84a;hpb=82087d9bb9e28c2375008bde4453f6c019419697 diff --git a/README b/README index 8a5cb5f..4a614ea 100644 --- a/README +++ b/README @@ -3,14 +3,32 @@ CS5600 University of Utah Charles McGarvey mcgarvey@eng.utah.edu -Project 1 Notes +Project 3 Notes -To build, just `make' it. You will need GNU make; it probably won't work -with any other kind of make(1). The executable is called project1. It -will produce no output except for the image files scene.ppm and scene.bmp. +To build, just `make' it. You will need GNU make; it won't work well with any +other kind of make(1). Once built, the executable is called rasterize. + +Caveats: + +1. I happened to do Phong interpolation a little differently (i.e. not as +good) compared to what is described in the project handout. Instead of +calculating the lighting vectors in eye-coordinates, I did it all in world +coordinates. So I had to save the camera position (already in world +coordinates) from the scene file and transform each point vector of the +geometry by just the view matrix. Anyway, the results look a little bit +different than the provide images, so maybe I didn't do it quite right. + +2. Contrary to the specification, the geometry color is not overridden by a +texture map in this implementation. Rather, the geometry color is +multiplied by the texture color, so blending can work with texture mapping. + +3. The PPM importer doesn't handle comments, and the BMP importer is also +quite picky about the depth and color space, though importing will fail +without any useful explanation. Known to run on: - * Linux 3.1.6-gentoo - * NetBSD 5.1 - * Darwin 10.8.0 + * Linux 3.2.1-gentoo (x86_64) + * NetBSD 5.1.2 (amd64) + * Darwin 10.8.0 (in the Mac lab) + * Win32 (tried with i686-mingw32-gcc)