**************************************************************** student : Travell Perkins graded by : quark time : Mon Dec 7 19:22:15 EST 1998 problem set: assignment 4 -------------------------------------------- Requirements: transform normals: no (-5 of 5) backface culling: yes directional light: yes ambient light: yes per triangle shading: yes ambient reflection: yes diffuse reflection: yes clipping in z: not quite (-5 out of 10) z-buffering: yes Optional: point light: multiple lights: yes specular reflection: Gouraud shading: yes scene: interface: functionality (0-90): 80 extra credit (0-10): 10 total (0-100): 90 -------------------------------------------- notes: Your clipping algorithm rejects triangles which have any vertex lying outside the viewing frustum, even if part of the triangle is still inside. You should clip to the plane in that case, producing a new triangle (or triangles) for the region which is inside. Also, you avoid transforming your normals by computing them only after the vertices have been transformed. This is great, except that the problem statement still asks you to provide a method for transforming normals. Otherwise, your code looks great. Good job on the Gouraud shading. ****************************************************************