Week 2

Images
The Image model has been changed based on the recent transfer. I used my Targa class from Programming for Visual Simulation because I knew it was a format that worked for input, output, and updating pixels. By merging my previous OpenGL targa with the current version, a workable version was implemented. My version supports RGB/RGBA targas and converts into a RGBA targa for the uniform process of rendering images and scenes.

Textures
Mesh can now load textures! In the previous version, meshes had multi-texturing support. During the implementation to OOP / Design Patterns, the order of processing GL commands disabled texture support. One particular new element that the previous model didn’t support is polygons, such as quads, can now be textured.

Render Scene
With the current Image model, a Render Scene functionality is implemented. With a click of a button, the current viewable screen can be rendered into a targa file of the specified size. This is performed by using the OpenGL’s ReadPixel function. The current version creates a targa file of the window size. The first test of this procedure was to validate the images rendered can be transferred to targas.

Checking for Errors
Based on an Optimization document that our Senior Project mentor had given to us, I found it to be very useful….after spending 13 hours deciphering the no-texture bug. I was previously having problems with no texture workings and I performed research through several books, websites, and white papers. After using the OpenGL Check Error macro in the Optimization OpenGL White Paper, I was able to trace down the error. In my parser, I was loading the scene before enabling the GL Globals (such as Texture_2D) because they had to come after window creation. For now, I removed window file input to allow for a clean approach to support textures and in the near future, I will re-implement the window input file. Error-checking is a must in every project for it can say hours (or days) of working on a project.

Physics
The physics model has been improved with the testing of bouncing balls. This was done by reducing a flickering effect I was getting in the time / idle function conflicts as well as cleaning the Timer code. A generalized Physics object with static functions are applied to the geometry. In the near future, I will implement Physics states in the objects which will allow the geometry to perform specific tasks based on their states. Current version includes a primitive bouncing ball simulation.

Weekly Notes
Project-specific sections:

> Week 1 Notes
> Week 2 Notes
> Week 3 Notes
> Week 4 Notes
> Week 5 Notes
> Week 6 Notes
> Week 7 Notes
> Week 8 Notes
> Week 9 Notes
> Week 10 Notes
> Week 11 Notes
> Week 12 Notes
> Week 13 Notes
> Week 14 Notes
> Week 15 Notes
> Week 16 Notes
> Week 17 Notes
> Week 18 Notes
> Week 19 Notes
> Week 20 Notes

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