Bugfixes and changes: 1. Mouse left/right was backwards (-= instead of +=) 2. Movement was weird when looking up and down (order of operations bug on lookat.x and lookat.z) Once that's fixed, my more correct mouse movement demo would work I didn't have it at home, and haven't got it from 310 Silly problem really... Textures! Barycentric coordinates Finding a good image to use as a texture Adding textures to the floor tiles Generating texture coordinates vs. sending them to the shader modern_tutorials example Making an array of locations for a particular object To use with instanced rendering So our doughnuts don't have to be in a row Remember to use glBindBufferBase Could expand this to have a transformation matrix for each instance Then we could control scale, orientation, etc. Organization: We'll want to make a way to keep game objects straight Objects have models, and all objects sharing the same model can be drawn at once Wall panels A particular type of enemy Really, anything we have a bunch of This means that our objects will in some cases share a glDraw.... call Not like OpenGL 1.x Separate list of models and positions that will be a shorter list The other shaders: Tesselation maybe? Lab today: Make a hole in the floor! Put an "if" in the vertex shader to not draw one or more tiles This might not be the very best way, but it'll work Put a conditional in the program so the floor doesn't apply where your hole is