Use WASD to rotate the camera about the object, mousewheel to zoom, Note: use M for toggling object tilt with cursor (mouse). Right now, it tilts about the Z-axis, so you have to move the camera around to find the "front", click the blue buttons to swap models. Do excuse the camera's funkiness
Notes:
Used my own parser for .obj and .mtl formats, and loading textures with base64 encoding to memory prior to rendering
The camera has a 360-degree view about the models (using spherical coordinates), you can zoom in and out as well, smoothened to some extent
Phong-shading using some .mtl specified values, VBOs are bound on each frame, back-face cull, texturing. Vertices are already laid out in the correct order and can be processed sequentially by gl.
Code is generalized for many models, I plan on expanding this for P8 to create an interactive level-select similar to the original game (Super Mario Galaxy, a chidhood favorite of mine)
IMPORTANT: a particular angle value of the 360 camera might result in a null transform and error the program, I have taken measures to prevent this, but just refresh if it does happen.