P3 and P4

by Mike Gleicher on September 29, 2015

As I’ve mentioned in class, P3 is really important – if you don’t understand what is going on with this, nothing else in class will work for you.

So, we want to make sure that everyone gets the ideas in P3. Even if you didn’t get it the first try. Hopefully with the extra time we spent in class, and the extra hints, everyone will get it.

Since P4 is a super-set of P3, if you’ve done P4, you’ve done P3. So, if you didn’t get P3 (you program should have a perspective projection, and the ability to move the camera enough to see that its working) – make sure that you do this in P4. If your P4 does P3 stuff, we’ll give you credit for P3.

It is better to turn in a working P3 for P4 (e.g. a program that correctly does wireframe in perspective) than to have a program that does solids (as P4 wants) but does not have perspective. It is better to have a correct wireframe (perspective) cube, than an incorrect fancier thing.

The next programming assignment (P5 shaders) will not build on P3/P4. However, the ones after that will require you to do perspective transformations using a matrix library.

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