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MIT-6.836-assignment2

Done:

pre-vertex normals calculation

2 ways to generate rotation matrix by x,y,z axies have different effects. Because they differ in their results. ( using dividing matrix calculate method )

Remaining Problem:

Employ OpenGL texture mapping to render parts of your model more interestingly.

Maybe later, or never:

Implement SSD using the vertex shader. You should store the bind pose in a vertex buffer, and define a set of uniform variables for the joint transformations. For each frame, upload the latest joint transforms, and compute the transformed vertex positions and normals in the shader.