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          CS 4554- Computer Graphics I:  Assignment 3 : Lighting and Texture Mapping
        
        
        
            
Requirements
	- Render a room with 4 walls, ceiling, and floor;
 
	- Place multiple objects in the room;
 
	- Objects should have appropriate normals, back face removal, and lighting ( ambient, diffuse, and specular );
 
	- Do texture mapping on the walls, ceiling and floor;
 
	- Viewer should be able to move and look around the room using keyboard keys;
 
Upload( blackboard )
	- A description of your project structure (short documentation);
 
	- Source code with enough comments to make it clear what you are doing;
 
	- Movie of your animation
 
Extensions (Preparation for next Lab)
	- Add multiple light sources to the room instead of just one;
 
	- Do not let the viewpoint penetrate any of the objects and walls;
 
	- Make one or more objects semi-transparent(remember to draw all triangles, not just the front-facing triangle);
 
	- Texture map one or more model objects using the objects texture coordinates or generated cooordinates;
 
Lighting
	- To do lighting in OpenGL, you should not only pass vertex position but also vertex normal to OpenGL;
 
	- You can calculate normal for each vertex by averaging the normals from its nerighboring faces;
 
	- To enable/disable lighting, search GL_LIGHTING, GL_LIGHT0;
 
	- To set up parameters for light source and surface material, search glLightfv, glMaterialfv;
 
Texture Mapping
Lab Hint