You may work on this project in teams of two. The more you get done the more fun it is to play with, so a partner might be a good idea. We will take off five points for a project with a partner, since the goal is for you to get more done as a team, not to make it easier to produce a minimally passing project. Hopefully five points is not so much that is will discourage people from working together.
Your environment can be whatever you like. A good environment to work with is outer space, since no one is sure what lies out there. Feel free to put whatever you want to in your world - aliens, crystalline entities, planets surrounded by clouds of fog, whatever. Just make sure your program uses (at least!) the required techniques, which are:
Using evaluators to get Bezier surfaces with normals and texture coordinates is fine.
As usual, implementing the required features well will get you about a B, and to get an A you'll need to make an intersting world by building interesting models, finding appropriate textures and implementing the whole thing neatly, or try out some other technical features (display lists, special lighting effects which we will talk about next week), or both.
Here's some steps you might want to follow to make a basic outer space project.
First you'll have to find a planet. One good place to look is JPL. Find a nice looking photo of a circular planet or moon (not too big - a few megabytes is plenty), get an image, and convert it to a .bmp file (one way to do this is with xv). Here is a little program that reads and displays a .bmp files on the Linux machines in 67 Kemper. (This replaces the .ppm reading code from the first project; we needed a more space-efficient image-reading system).
You'll need to draw a round polygon with many sides to texture map the planet onto. Be sure to place this polygon inside the big background icosohedron. Try drawing the disk first, without texture mapping, to make sure you can see it, and then try and get the texture onto it.
Here's some more hints on the texture mapping process iteself.
At this point it might be a good idea to texture map some stars onto the background.
You can search the Web for cylindrical or hemi-spherical planet texture maps appropriate for spheres; Here are a lot of cylindrical textures maps. To be a little more other-worldly, you could consider modifying the colors with xv.
You should have BOTH lighting and texture mapping working simultaneously on your planet.