CS488/688 A2 Marking
Listed on this page are mistakes/problems we explicitly check for in A2 and
deduct points for. You should not consider this list to be complete.
NOTE: The deductions listed on these and other Marking pages are
guidelines only and are subject to TA discretion including, but not limited
to, the number of marks deducted. We
generally expect students to make "reasonable" decisions as well as
reasonable effort in complete and correct implementations.
A2:
-0 for the following:
- Don't allow negative scaling
-0.5 for the following:
- Additional documentation should be handed in as specified in the
assignment specification
- FOV should never be negative
- The view co-ordinates should not be coincident with the world co-ordinates on start or reset
- Model translation should translate around model coordinates, not
world.
- View translation and rotation should have the same effect even
after the view is rotated around z axis.
- World coordinates should move in view translation/rotation mode.
- View transformations should not occur with respect to the world
gnomon.
- You need a separate matrix for scaling, but rotation & translations
should share the same matrix.
- The text bar should reflect current state even after reset.
- The viewport should be a small version of the default screen.
- Viewport should wrap to visible window part when the mouse is
released outside of the window.
- Moving the near/far plane should not change your cube dimensions
in anyway.
- World gnomon should be at (0, 0, 0).
- NDC should map from (-1,-1)x(1,1) to screen (0,height)x(width,0)