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scop - Basic GPU rendering with OpenGL

The goal of this project is to interpret a wavefront .obj file and display the object using modern OpenGL.

NOTE

This project was written on macOS. Testing / compatibility for other systems has not yet been done.

To Do

  • Features section in README.md

Setup

Clone the repository onto your system and run make. If everything compiled well, you should have the executable scop in your directory.

How to use

Execute scop with the relative paths to a .obj file and a .bmp file as arguments:

./scop resources/textured_teapot.obj resources/bluetexture.bmp

Key bindings

Camera movement

W: Move camera up (positive Y) A: Move camera left (negative X) S: Move camera down (negative Y) D: Move camera right (positive X) I: Move camera forward (negative Z) O: Move camera backward (positive Z)

Object transform

Left arrow: Turn object counterclockwise around its own Y-Axis Right arrow: Turn object clockwise around its own Y-Axis Up arrow: Turn object clockwise around its own X-Axis Down arrow: Turn object counterclockwise around its own X-Axis R: Turn object counterclockwise around its own Z-Axis T: Turn object clockwise around its own Z-Axis K: Scale object bigger L: Scale object smaller Tab: Switch object texture between random colours for each polygon and the provided texture

Environment

1: Use simple shader (no lighting effects) 2: Use lighting shader (Phong Lighting Model effects)

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An OpenGL image viewer in C++

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