Note: From this point on in the course, I became more dependent on class examples, and my understanding of material weakened. An unfortunate byproduct of a busy post-midterm semester.
The goal of this assignment was to create a polyhedron that utilized Z-Buffers to properly render depth.
I heavily referenced this lecture example.
The primary thing I had to figure out for myself was hard-coding the vertex data. That was alot of trial and error, seeing how things looked. VertexPos, TriangleIndices, VertexColors, VertexNormals were all a decent time sink.
With respect to lighting, I relied pretty heavily on the framework of class examples, my primary work here involved changing the knobs to achieve a lighting result I liked.
I also added a texture in order to make sure I got that experience before the class ended. Again, I relied pretty heavily on class examples as a template for how to implement a texture.