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- Switch from external to internal storage for native assets in `GLActivity`. - Rename tessellation shaders and update asset paths for models and textures. - Initialize `rez` and explicitly bind the heightmap texture in `TesselationShaderScene`. - Update tessellation shader constants from `int` to `float` and adjust background clear color. - Refactor model paths in `AsteroidScene` from `models/` to `objects/`.
- Switch from external to internal storage for native assets in `GLActivity`. - Rename tessellation shaders and update asset paths for models and textures. - Initialize `rez` and explicitly bind the heightmap texture in `TesselationShaderScene`. - Update tessellation shader constants from `int` to `float` and adjust background clear color. - Refactor model paths in `AsteroidScene` from `models/` to `objects/`.
- Enabled `GL_CULL_FACE` in `ModelScene` for back-face culling. - Added `stbi_set_flip_vertically_on_load(1)` to ensure textures align correctly with OpenGL's coordinate system.
- Rename shader assets to remove numeric prefixes and update corresponding paths in `BasicLightingScene` and `MultiLightsScene`. - Reorganize vertex data in `BasicLightingScene` with clearer face labeling. - Adjust lighting and material properties in `BasicLightingScene`, including ambient/diffuse intensities and shininess calculation. - Update clear color and integrate OpenGL error checking using `check_gl_error()`. - Refine code formatting and pointer syntax for consistency.
- Rename shader assets to remove numeric prefixes and update corresponding paths in `BasicLightingScene` and `MultiLightsScene`. - Reorganize vertex data in `BasicLightingScene` with clearer face labeling. - Adjust lighting and material properties in `BasicLightingScene`, including ambient/diffuse intensities and shininess calculation. - Update clear color and integrate OpenGL error checking using `check_gl_error()`. - Refine code formatting and pointer syntax for consistency.
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