57. OpenGL can draw convex polygons. Can it draw non-convex ones?
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58.
Is the following code correct?
glBegin (GL_QUADS);
glVertex2i (1, 0);
glVertex2i (1, 1);
glVertex2i (-1, 1);
glVertex2i (-1, 0);
glEnd (GL_QUADS);
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59. What does glGetMinmax do?
Answer
Correct Answer:
It gets minimum and maximum pixel values
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60. When a matrix has been popped from the stack, is it possible to read it again?
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61. Which values can be used with glTexParameter and GL_TEXTURE_MAG_FILTER parameter names?
Answer
Correct Answer:
GL_NEAREST
GL_LINEAR
Note: This question has more than 1 correct answers
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62.
What will happen if you do the following?
glMatrixMode (GL_PROJECTION);
glRotatef (10, 1, 0, 0);
Answer
Correct Answer:
A rotation matrix is multiplied with the current projection matrix
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63. Can glNormal be called between glBegin and glEnd ?
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64. What is gl_Vertex in a vertex shader?
Answer
Correct Answer:
An attribute
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65. On what language is GLSL syntax based?
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66. Which of the following is not a valid argument to glBegin ()?
Answer
Correct Answer:
GL_QUADS_FAN
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67. What does glClear do?
Answer
Correct Answer:
It clears the OpenGL buffers specified in an argument
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68. Which function should be used to upload a 2D texture to OpenGL?
Answer
Correct Answer:
glTexImage2D
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69.
Consider the following code:
glTranslatef (1.0, 2.0, 3.0);
glRotatef (40, 1.0, 0.0, 0.0);
What will be the first transformation from a geometric point of view?
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70.
Is the following a valid drawing function?
void draw (void)
{
glClear (GL_COLOR_BUFFER_BIT);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glPushMatrix ();
gluPerspective (45.0, (float)frame.size.width / (float)frame.size.height,
2.0, 1000.0);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glTranslatef (0, 0, -10);
glColor3f (1.0, 1.0, 0.0);
glBegin (GL_QUADS);
glVertex2i (1, 0);
glVertex2i (1, 1);
glVertex2i (-1, 1);
glVertex2i (-1, 0);
glEnd ();
glFlush ();
}
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71. When glMultMatrix takes a matrix, how should it be ordered?
Answer
Correct Answer:
Column-major
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73.
What will be drawn by the following code?
glBegin (GL_QUADS);
glVertex2i (1, 0);
glVertex2i (1, 1);
glVertex2i (-1, 0);
glEnd ();
Answer
Correct Answer:
This code is invalid
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74. Is there any non-structured flow of control like "goto" in GLSL?
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75. What is the difference between glLoadTransposeMatrix and glLoadMatrix?
Answer
Correct Answer:
glLoadTransposeMatrix transposes the given matrix before loading it wheras glLoadMatrix does not
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76. Which of the following is typically applied to the modelview matrix stack?
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77.
If the viewport is 1024 by 768, the projection matrix is a 45 degree perspective matrix with the viewport ratio and the modelview matrix is the identity, what will be drawn on the screen when the following drawing code is entered?
void draw (void)
{
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glTranslatef (0, 0, -10);
glColor3f (1.0, 1.0, 0.0);
glBegin (GL_QUADS);
glVertex2i (1, 0);
glVertex2i (1, 1);
glVertex2i (-1, 1);
glVertex2i (-1, 0);
glEnd ();
glFlush ();
}
Answer
Correct Answer:
Yellow rectangle
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78. After a glRenderMode (GL_SELECT), no fragment are produced.
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79. What is the non-official name for glBlendFunc(GL_ONE_MINUS_DST_COLOR, GL_ZERO)?
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80. How many dimensions are supported when performing texture mapping?
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81. What is "pixel unpacking"?
Answer
Correct Answer:
Storing data in GRAM with functions such as glDrawPixels, glTexImage2d
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82. What is "multisampling" and how is it used?
Answer
Correct Answer:
Multisampling is a method of doing anti-aliasing (and scaling) which is still in use but is deprecated
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83. Which coordinate system is NOT used during texture mapping?
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84. What is the "workshop" name for the type of geometry and texture effects used in commercial gaming as part of OpenGL (and DirectX)?
Answer
Correct Answer:
Baked geometry
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85. What is the non-official name for glBlendFunc(GL_SRC_ALPHA,GL_ONE)?
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86. What is "immediate mode"?
Answer
Correct Answer:
A deprecated set of functions that permit the user to quickly learn the basic building blocks of OpenGL
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87. What is the purpose of calls to glLogicOp(GLenum opcode)?
Answer
Correct Answer:
A logical operation applied between RGBA color and RGBA color at the corresponding location.
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88. What happens in retained mode?
Answer
Correct Answer:
Primitives can be redrawn from display lists. Hence, no information is lost.
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89. Is a new coordinate system created with every transformation applied, e.g., translate or rotate?
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90. What do you have to do to get "compatibility mode" in OpenGL?
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91. Which is better to use for static drawing?
Answer
Correct Answer:
Display List
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92. Does OpenGL support hierarchical modeling of drawn objects?
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93. Does function deprecation stop older applications from working with newer versions of OpenGL?
Answer
Correct Answer:
No, most of the time.
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94. Does OpenGL use column-major order or row-major order when representing a transformation matrix?
Answer
Correct Answer:
column-major
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95. How many cycles does it theoretically take for a single OpenGL call?
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96. Will a PNG file directly uploaded to a GPU, using the fixed-function pipeline, render with the expected content?
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97. How many texture units are there in OpenGL?
Answer
Correct Answer:
It is hardware specific and can be queried using glGet.
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98. What does the Blend Equation do?
Answer
Correct Answer:
It tells OpenGL how to mix fragments in a logical order.
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99. Can OpenGL automatically generate texture coordinates?
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100. Is it possble to perform a reflection of an object across a specified axis?
Answer
Correct Answer:
Yes with a simple matrix multiplication.
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101. What purpose does the "Scissor Test" serve?
Answer
Correct Answer:
To limit the drawing area.
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102. What happens in immediate mode?
Answer
Correct Answer:
Once drawn, primative information is lost. To redraw, the primatives are drawn by reexecuting the display function.
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103. The current version of OpenGL does support materials?
Answer
Correct Answer:
FALSE, shaders replaced this functionality.
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104. What kind of argument is expect in a function ending with a "v"?
Answer
Correct Answer:
An array typecasted with (GLvoid *) or in the type indicated by the preceding letter.
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105. How do you activate a shader program in OpenGL?
Answer
Correct Answer:
glUseProgram(ProgramID);
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106. What are EXT and ARB?
Answer
Correct Answer:
EXT and ARB functions are not yet integrated into the "core" feature set and are considered experimental but candidate
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107. Which is better to use for dynmic drawing?
Answer
Correct Answer:
Vertex Array
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108. Does OpenGL raise an error if a new display list is given the same name of a previously defined display list?
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109. What is "core" versus "compatibility" styles of writing OpenGL applications?
Answer
Correct Answer:
"Core" is the stuff that comes recommended in the specification for the version you are writing for, while "compatibility" uses deprecated functions or functions from other versions that are not backward compatible.
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110. Does OpenGL perform clipping for objects not within the current viewport?
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111. What function is required in every GLSL shader program?
Answer
Correct Answer:
void main() {}
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112. In the best practice, what code should appear at the top of a GLSL shader?
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113. Does OpenGL provide physics, particle systems and other real-time procedural effects out of the box?
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114. What are two types of shaders?
Answer
Correct Answer:
Vertex and fragment.
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115. True or False: blending functions are NOT order dependent.
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116. What is a "per-fragment" operation?
Answer
Correct Answer:
Also known as a "per-pixel" operation (applicable in some cases), "per-fragment" more accurately describes an operation that occurs through each requested "fragment" by pipelines that deal directly with screen graphics
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117. What are X,Y,Z,S,T,U and V?
Answer
Correct Answer:
Coordinate components
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118. What are the four major types of shaders available in OpenGL 4.0?
Answer
Correct Answer:
Geometry, Tesselation, Vertex and Fragment
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119. In order to obtain correct calculations for shading, what is the best length for normals of an object?
Answer
Correct Answer:
1 (unit length)
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120. What are the "red" book, "blue" book and "orange" book?
Answer
Correct Answer:
There are several books on OpenGL, but the two most revered are the "red" and "blue" books, and the "orange" book was published to cover shader technologies by a third party.
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121. What organization is currently responsible for OpenGL's standardization and development?
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122. Does OpenGL provide modeling primitives such as a cube, cone, pyramid?
Answer
Correct Answer:
Not in the official specification, but such functionality is provided by the GLUT library.
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123. What happens to variables that aren't used in outputs of a GLSL fragment shader?
Answer
Correct Answer:
They are optimized out and removed by the compiler on most platforms.
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124. Once a 2D or 3D rotation is performed, is it possible to reverse the rotation?
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125. What is a VBO?
Answer
Correct Answer:
Vertex Buffer Object
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126. Why are many functions deprecated in the OpenGL specification?
Answer
Correct Answer:
As newer versions are released, older versions with functionality that can be created in the newer version but faster through other methods must be deprecated but are still a part of the specification on most hardware platforms.
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127. If a coordinate system (CS1) is transformed to another coordinate system (CS2) using a matrix M, is it possible to go from CS2 to CS1 and how?
Answer
Correct Answer:
Yes, apply inverse of M.
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128. Are there some OpenGL routines that cannot be stored in a display list?
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129. What is a transformation?
Answer
Correct Answer:
Mathematical operation used to create a desired behavior for points and objects.
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130. What kind of polygons work best in a VBO intended for modeling a solid?
Answer
Correct Answer:
Triangles, Triangle Strips and Triangle Fans
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131. Does OpenGL use a client-server model and a state machine?
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132. What is the dimensions of a 3D transformation matrix?
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133. Does OpenGL have an official camera?
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