+++ /dev/null
-\documentclass[a4paper]{article}
-
-\usepackage[english]{babel}
-\usepackage[utf8]{inputenc}
-\usepackage{amsmath}
-\usepackage{graphicx}
-\usepackage[colorinlistoftodos]{todonotes}
-
-\title{Weave - 1st Submission}
-
-\author{Pajer Herbert, Schaefer Peter}
-
-\date{\today}
-
-\begin{document}
-\maketitle
-
-\section{requirements}
-
-\subsection{Free movable camera}
-This was realised by using the GLM.Transform functions to create model,view and projection matrices wich get used by the shader.
-
-
-\subsection{Moving objects}
-The player is freely movable through the world by using WASD and Space or the left mouse button for jumping.
-
-
-\subsection{Texture Mapping}
-Textures are loaded with the FreeImage library.\\
-Models are made with Blender and their .dae files which include their UVs (as well as their normals) are loaded with the assimp library.\\
-Materials are saved as Vectors with 4 entries: The entensities for the 3 different light source types and one for the glossiness.
-
-\subsection{Simple lighting and materials}
-There is one point-lightsource, one ambient light source and one directional light source. All of their positions / directions and intensities are currently hardcoded into the shader files.
-
-\subsection{Controls}
-The camera can be controlled with the mouse.
-You can control the player with the WASD Keys and jump with Space or the left mouse button.
-Pressing F3 toggles Wire Frames.
-Pressing F6 makes the Bounding Boxes and Event Boxes visible.
-You can exit by pressing ESC twice and you can restart the level by pressing ESC and then R.
-
-\subsection{Basic Gameplay}
-The player can move around the world and jump around. Colliding with the duck or with event boxes trigger text in the console to appear.
-Other collisions haven't been completed yet, so rather than colliding with the floor you can't fall lower than the 0 coordinate.
-
-
-\section{Features}
-Pressing F3 toggles Wire Frames.
-Pressing F6 makes the Bounding Boxes and Event Boxes visible.
-Collisions with the Duck and with Event Boxes trigger messages in the console.
-There is currently one Event Box that makes you lose the game and one that makes you win.
-
-\section{Illuminated Objects}
-There are multiple complex objects, all of which have textures and are illuminated. Also, there is a skybox which is not illuminated and doesn't have a texture yet.
-
-\section{Libraries}
-freetype 2.3.5.1,
-FreeImage 3160,
-zlib 128,
-glm 0.9.6.3,
-glew 1.12.0,
-assimp 3.1.1,
-sdl2 2.0.3
-
-
-\end{document}
\ No newline at end of file
+++ /dev/null
-Weave
-
-Pajer Herbert
-0828143
-066 935
-
-Schaefer Peter
-0825843
-033 204
\ No newline at end of file
--- /dev/null
+\documentclass[a4paper]{article}
+
+\usepackage[english]{babel}
+\usepackage[utf8]{inputenc}
+\usepackage{amsmath}
+\usepackage{graphicx}
+\usepackage[colorinlistoftodos]{todonotes}
+
+\title{Weave - 1st Submission}
+
+\author{Pajer Herbert, Schaefer Peter}
+
+\date{\today}
+
+\begin{document}
+\maketitle
+
+\section{requirements}
+
+\subsection{Free movable camera}
+This was realised by using the GLM.Transform functions to create model,view and projection matrices wich get used by the shader.
+
+
+\subsection{Moving objects}
+The player is freely movable through the world by using WASD and Space or the left mouse button for jumping.
+
+
+\subsection{Texture Mapping}
+Textures are loaded with the FreeImage library.\\
+Models are made with Blender and their .dae files which include their UVs (as well as their normals) are loaded with the assimp library.\\
+Materials are saved as Vectors with 4 entries: The entensities for the 3 different light source types and one for the glossiness.
+
+\subsection{Simple lighting and materials}
+There is one point-lightsource, one ambient light source and one directional light source. All of their positions / directions and intensities are currently hardcoded into the shader files.
+
+\subsection{Controls}
+The camera can be controlled with the mouse.
+You can control the player with the WASD Keys and jump with Space or the left mouse button.
+Pressing F3 toggles Wire Frames.
+Pressing F6 makes the Bounding Boxes and Event Boxes visible.
+You can exit by pressing ESC twice and you can restart the level by pressing ESC and then R.
+
+\subsection{Basic Gameplay}
+The player can move around the world and jump around. Colliding with the duck or with event boxes trigger text in the console to appear.
+Other collisions haven't been completed yet, so rather than colliding with the floor you can't fall lower than the 0 coordinate.
+
+
+\section{Features}
+Pressing F3 toggles Wire Frames.
+Pressing F6 makes the Bounding Boxes and Event Boxes visible.
+Collisions with the Duck and with Event Boxes trigger messages in the console.
+There is currently one Event Box that makes you lose the game and one that makes you win.
+
+\section{Illuminated Objects}
+There are multiple complex objects, all of which have textures and are illuminated. Also, there is a skybox which is not illuminated and doesn't have a texture yet.
+
+\section{Libraries}
+freetype 2.3.5.1,
+FreeImage 3160,
+zlib 128,
+glm 0.9.6.3,
+glew 1.12.0,
+assimp 3.1.1,
+sdl2 2.0.3
+
+
+\end{document}
\ No newline at end of file
--- /dev/null
+Weave
+
+Pajer Herbert
+0828143
+066 935
+
+Schaefer Peter
+0825843
+033 204
\ No newline at end of file
@echo off
-C:\Programme\WinRar\Winrar a -afzip -r -x*.blend -x*.blend* -x*.pdb -x*.psb -x*.psd CGUE.zip textures models shader bin
+C:\Programme\WinRar\Winrar a -afzip -r -x*.blend -x*.blend* -x*.pdb -x*.psb -x*.psd CGUE.zip readme.txt textures models shader bin doc\Weave.pdf
#pause
\ No newline at end of file