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CST 325 - Module 5

This week, our class learned about texturing and shaders in OpenGL, along with how depth testing works and the visibility problem in computer graphics. From this week's material, I am now able to understand the principles behind projects such as replacing all textures in a video game with Nicolas Cage's face:




Textures and filtering methods are more complicated than I thought, and I feel as if I need more time to understand them and implement them in future programs. Combining this with how textures interact with the model-view-projection matrices I learned last week, I felt as if this week's assignment was narrower in scope but more difficult than the introductory assignment in WebGL. However, I was able to get this week's assignment to produce the expected results by reading through the WebGL programming guide and plenty of resources on the internet (thanks Mozilla for your great documentation!). 

My favorite part of this week was learning about all the different texture filtering/antialiasing modes and how they work, and I would like to learn more about them, especially anisotropic filtering. 

I am looking forward to working with lighting models (again) and how they interact with textures this coming week. 


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