(Required) Two kinds of objects created for this assignment: 1. minifig-0 2. legoLogo-0 (Required) Five other kinds of objects that you created (possibly in previous assignments): 3. legoFence-0 - model of a Lego fence, can be passed an argument to tile multiple together so as to not spam GrObjects 4. legoTree-0 - model of a Lego tree 5. flowerbox-0 - model of the box of Lego flowers from the start area in Lego City. See attributions box for more details 6. house-0 - simple house, intended to be similar to those in the lego city level but not strictly a lego building. 7. gonkDroid-0 - A a lego version of the gonk droid from star wars. These can be seen roaming around the original level. (Optional) Backup Objects (more objects that you created, in case the ones above don't count): - tiledCross-0 - the tiled floor crossing object in the starting area. Uses my antialiased tile shader from Workbook 10, which I modified to get the correct tile dimensions. At least on of each type of object: Building/structure: house-0 - explained above Vehicle: legoCar-0 - a lego car with a model exported from a piece of Lego cad software, see attribution section for more details. Wheels are animated and spin with the car. Natural Element: legoTree-0 - explained above Object loaded from a model file: Model: legoCar-0 - explained above An object with a shader that you wrote: ShaderObj: tiledCross-0 - explained above Other Objects that you would like to note: There is an object called groundTiles which is what displays the road/lego bumps texture on the floor. I created square textures these individual "tiles" and then set it up so that this object can create a variable number of tiles, with their contents dictated by a "2D" array (mapTileGrid). The groundTiles object reads this array and creates surfaces based on how many tiles you want to split the map into; and it assigns the uv coordinates in this map of tiles appropriately so that you see the road textures with the right orientation, or simply the grass texture.