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As you know, texture mapping is used to make simple polygon models look more realistic without having to create millions of polygons with different colors.

As you know, texture mapping is used to make simple polygon models look more realistic without having to create millions of polygons with different colors. In this question, we will discuss some of the implementation details for texture mapping. Assume that you are given the following image of the diet coke logo, and your task is to texture map this image onto a cylinder, so you can have diet coke cans in your graphics scene.

a) How would you break your cylinder model into N polygons? Draw a diagram that shows a side view of your cylinder to illustrate your polygon model.

b) How you would map the texture onto these polygons? Be specific about how you would map polygon coordinates into texture coordinates. Where do you specify this mapping in a typical OpenGL texture mapping application?

c) What happens if the polygon in your image is larger than your texture map image? How are the pixel color values calculated for the polygon?

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