09/06/2017

Research: Fixed depth error. Should initialize depth buffer after obj load Fixed drawing triangles for the cut line: I wrongly set the “layout (triangle_strip, max_vertices = 3) out”, if max_vertices = 3, only one triangle will be outputted! Should use vertex, tess, geom, frag shaders together now! Let recall the whole pipeline…https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview (09/08 added) I met … Read more09/06/2017

09/05/2017

Problem: Could load texture correctly when rendering to framebuffer. However, when framebuffer is used, only left down corner of the texture is displayed. Solve: I loaded a model with some texture initialization before initiating framebuffer. And the model affected the initialization of framebuffer; Should initialize framebuffer before loading the model. Task for tomorrow: Try every … Read more09/05/2017

KNN

Assignment1: KNN Install BallTree Library: sudo apt-get install python-sklearn list.append(), add new item to the end. numpy.arange(), sort numpy.reshape(), the same with reshape() in matlab numpy.median(numpy.array(outs))???? defaultDict.get(), https://stackoverflow.com/questions/11041405/why-dict-getkey-instead-of-dictkey ballTree.query(X, k == k_in), http://scikit-learn.org/stable/modules/generated/sklearn.neighbors.BallTree.html

*.mtl content explanation

newmtl mtlName # mtlName is the name of the material Ka 1.000 1.000 1.000 #材质的阴影色(ambient color)用Ka声明。颜色用RGB定义,每条通道的值从0到1之间取。 Kd 1.000 1.000 1.000 #固有色(diffuse color) Ks 0.000 0.000 0.000 #高光色(specular color), if black {specular color is closed} Ns 10.000 #Use Ns to represent weighted specular color, range 0 – 1000 illum 2 #illumination mode 0. 色彩开,阴影色关 1. 色彩开,阴影色开 … Read more*.mtl content explanation