diff --git a/Levels/Textures/blockTexture_small.png b/Levels/Textures/blockTexture_small.png new file mode 100644 index 0000000..c8b74c5 Binary files /dev/null and b/Levels/Textures/blockTexture_small.png differ diff --git a/Levels/Textures/columnTexture_small.png b/Levels/Textures/columnTexture_small.png new file mode 100644 index 0000000..f136e54 Binary files /dev/null and b/Levels/Textures/columnTexture_small.png differ diff --git a/Levels/Textures/marbleTexture_small.png b/Levels/Textures/marbleTexture_small.png new file mode 100644 index 0000000..14f6d82 Binary files /dev/null and b/Levels/Textures/marbleTexture_small.png differ diff --git a/level.cc b/level.cc index 18f498d..1fcd4fe 100644 --- a/level.cc +++ b/level.cc @@ -23,7 +23,7 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) { // load the geometry of the stanford bunny and build a VAO: Model model = Model("MarbleSmooth.obj", 0.75f); // load a texture: - Material material = Material("marbleTexture.png", 0.1f, 0.5f, 0.5f, 3.0f); + Material material = Material("marbleTexture_small.png", 0.1f, 0.5f, 0.5f, 3.0f); //Create object Object object = Object(model, material, glm::vec3(0.0f, 10.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), @@ -43,14 +43,14 @@ void Level::load(ACGL::OpenGL::SharedShaderProgram shader) { objects.push_back(torchObject); Model blockModel = Model("Block.obj", 1.0f); - Material blockMaterial = Material("blockTexture.png", 0.1f, 0.6, 0.4f, 2.0f); + Material blockMaterial = Material("blockTexture_small.png", 0.1f, 0.6, 0.4f, 2.0f); Object blockObject = Object(blockModel, blockMaterial, glm::vec3(2.0f, 7.0f, 2.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), shader); objects.push_back(blockObject); Model columnModel = Model("Column.obj", 1.0f); - Material columnMaterial = Material("columnTexture.png", 0.1f, 0.6, 0.4f, 2.0f); + Material columnMaterial = Material("columnTexture_small.png", 0.1f, 0.6, 0.4f, 2.0f); Object columnObject = Object(columnModel, columnMaterial, glm::vec3(-2.0f, 7.0f, -2.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 0.0f), shader);