Computer Hardware and Networking/Opengl Multiple Choice Questions. Sample Test,Sample questions

Question:
Can you specify the location of a light source in OpenGL?

1.No

2.Sometimes

3.Yes

4.None of these


Question:
Does function deprecation stop older applications from working with newer versions of OpenGL?

1.3 out of 6 times.

2.Yes

3. No, never.

4. No, most of the time.


Question:
Does OpenGL provide modeling primitives such as a cube, cone, pyramid?

1.Yes, but only with glEnable(GL_PRIMITIVES) called before the glBegin statement.

2. In the official specification, but also enhanced versions provided by the GLUT library.

3.Not in the official specification, but such functionality is provided by the GLUT library.

4.Yes


Question:
Does OpenGL use a client-server model and a state machine?

1.Irrelevant

2.Yes

3.No

4.None of These


Question:
Generally, what primitive polygon is used for creating a mesh to represent a complex object?

1.Square

2.Circle

3.Triangle

4.Rectangle


Question:
How do you activate a shader program in OpenGL?

1.glUserProgram(ProgramID);

2.glUseProgram(ProgramID);

3.glProgram(ProgramID);

4.glShader(ProgramID);


Question:
How many cycles does it theoretically take for a single OpenGL call?

1.2

2.4

3.3

4.1


Question:
How many texture units are there in OpenGL?

1.OpenGL provides no texture units per se, but the term is often confused with “texel units”, which refers to the number of texture pixels stored in the accumulation buffer.

2. It is hardware specific and can be queried using glGet.

3.It is a fractional equivalent to OpenGL’s version number.

4.It is hardware specific and can be queried using glGetUnits.


Question:
If a coordinate system (CS1) is transformed into another coordinate system (CS2) using a matrix M, is it possible to go from CS2 to CS1 and how?

1.Yes, apply M again.

2.Yes, apply the inverse of M.

3.No, once a coordinate system is transformed, it cannot be reversed.

4.Yes, call glReversCS() with CS2 and M as parameters.


Question:
If a coordinate system (CS1) is transformed into another coordinate system (CS2) using a matrix M, is it possible to go from CS2 to CS1 and how?

1.Yes, apply M again.

2.Yes, apply the inverse of M.

3.No, once a coordinate system is transformed, it cannot be reversed.

4.Yes, call glReversCS() with CS2 and M as parameters.


Question:
If lighting is disabled, which function specifies the color of the vertex?

1.glClearColor()

2.glDisplayfunc()

3.glColor()

4.None of these


Question:
In OpenGL, what is a “stencil buffer”?

1.The act of swapping buffers done natively on the hardware

2.A low-resource buffer used for accumulating fragments from rendering to “cut out” another accumulated render

3.A high-bandwidth buffer used for fragmenting images into accumulation buffers

4.A special type of buffer used only to draw text


Question:
In order to obtain correct calculations for shading, what is the best length for normals of an object?

1.2

2.1 (unit length)

3.The length does not matter.

4.It is based on the size of the object being drawn.


Question:
In the best practice, what code should appear at the top of a GLSL shader?

1.There is no best practice for the first line of a GLSL shader.

2.void main() {

3.#version

4.#if (O_ES) precision highp; #else #endif


Question:
Is a new coordinate system created with every transformation applied, e.g., translate or rotate?

1.No

2.It depends on the transformations

3.Yes

4.Sometimes


Question:
Is ambient light possible in OpenGL?

1. Yes

2.Sometimes

3.No

4.None of the above


Question:
Is it possible to perform a reflection of an object across a specified axis?

1.No, this functionality is not possible with the current version of OpenGL. B.

2.Yes, with glReflect().

3. Yes with simple matrix multiplication.

4.No, you must redraw your object reflected across the desired axis.


Question:
Let us scale a straight, horizontal line by a factor of 2 through using glScale(2.0f,0.0f,0.0f). This line consists of only 2 points, left and right point. Which point(s) moves due to the scale transformation?

1.The right.

2.Neither

3.Both

4.The left.


Question:
Once shading is enabled, what happens to glColor() calls?

1.A run-time error occurs if both are used.

2.They are ignored.

3.They function as normal.

4.They enhance the shading effects.


Question:
OpenGL stands for:

1.Open General Liability

2.Open Graphics Library

3.Open Guide Line

4.Open Graphics Layer


Question:
The current version of OpenGL does support materials?

1.TRUE, there was no need to remove materials support.

2.FALSE, shaders replaced this functionality.

3.FALSE, ray tracing replaced this functionality.

4.None of the above


Question:
What are “texture coordinates” used for?

1.Texture coordinates tell OpenGL where in GPU memory the texture is stored.

2.Texture coordinates were deprecated in 3.1 and provide OpenGL with an error message.

3.Texture coordinates provide OpenGL with information about polygon blitting when painting textures onto rendered geometry.

4.Texture coordinates have never be used in the OpenGL specification.


Question:
What are EXT and ARB?

1.EXT and ARB functions are deprecated by default in old versions of OpenGL, and can only be accessed with a special key

2.EXT and ARB functions appear in the specification, but do not appear in actual use cases.

3. EXT and ARB functions are not yet integrated into the “core” feature set and are considered experimental but the candidate

4.None of the above


Question:
What are GLUT, GLU, GLEW, GLFW, SFML, GLX, GLEE?

1.Special function prefixes defined in the OpenGL specification.

2.Alphabet soup

3.Acronyms that help new OpenGL developers learn the ropes.

4.A suite of open source libraries, among others, which provide valuable functionality to OpenGL programmers including context creation, extension management, and others.


Question:
What are the “red” book, “blue” book and “orange” book?

1.Three books are written by Ken Perlin, the father of OpenGL, and published in 1971 at Luinard University, Paris, France. Dr. Perlin holds a three-time doctorate in Organization Biology at the prestigious Harvard School of Medicine, but in his later years

2.Magazine inserts in IEEE’s 1999 and 2002 editions which were written by Paul Bourke, a mathematician, and philanthropist from Southern Mason University in Atlanta, GA.

3.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.

4. References to the Matrix.


Question:
What are the dimensions of a 2D transformation matrix?

1.3×3

2.2×2

3.3×4

4.4×4


Question:
What are the four major types of shaders available in OpenGL 4.0?

1.Filtered, Non-filtered, Exponent and Fragmented

2.Geometry, Tesselation, Vertex and Fragment

3.Multi-sampled, Single-sampled, Over-sampled and 16x

4.Vertex, Geometry, Isomorphic and Anisotropic


Question:
What are the four types of clearable buffers?

1.Color, HDR, LTR, VAO

2.Fragment, Vertex, Vector, Color

3.Color, Depth, Stencil, Fragment

4.Color, Depth, Stencil, Accumulation


Question:
What are the native image formats supported by OpenGL?

1.OpenGL does not support any native formats.

2.BGRA, ARGB, RGBA, HDR, and others

3.Next question, please.

4.PNG, JPG, GIF, TIFF, PCX, and others


Question:
What are the primitive types available to a glBegin statement? Note: this question is often flagged by test takers. Read carefully and choose wisely, there is only one correct answer.

1.GL_QUADS, GL_TRIANGLES, GL_LINES, GL_LINE_STRIP, GL_QUAD_STRIP, GL_LINE_LOOP, GL_TRIANGLE_STRIP, GL_POINTS, GL_POLYGON

2.GL_QUAD, GL_TRIANGLE, GL_LINE, GL_LINE_STRIP, GL_QUAD_STRIP, GL_LINE_LOOP, GL_TRIANGLE_STRIP, GL_POINT, GL_POLYGON

3.TRUE or FALSE

4.GL_START, GL_END


Question:
What are the two types of shaders?

1.Fragment and polygon.

2.Vertex and fragment.

3.Vertex and polygon.

4.None of these


Question:
What are the valid operations provided to glStencilOp?

1.GL_KEEP, GL_ZERO,GL_REPLACE, GL_INCR, GL_INCR_WRAP, GL_DECR, GL_DECR_WRAP, GL_INVERT

2.Any number between 0 and 255

3.GL_R, GL_G, GL_B, GL_RGB, GL_RGBA, GL_ARGB, GL_BGRA

4.GL_ZERO, GL_ONE, GL_SRC_ALPHA, GL_DST_ALPHA, GL_FORE, GL_BACK


Question:
What are X,Y,Z,S,T,U and V?

1. Letters of the alphabet with no special meaning

2.Optional parameters on glVertex* functions

3.Coordinate components

4.None of the above


Question:
What components make up a light source in OpenGL?

1.Specular and Ambient.

2.Diffuse, Specular, and Ambient.

3.Diffuse and Ambient.

4.Diffuse, Opaque, Ambient.


Question:
What do the letters “ARB” mean in the context of OpenGL?

1. Associated Rendering Buffer

2. Accumulation Rendering Buffer

3.Aligned Rendering Buffer

4.Architecture Review Board


Question:
What do the values “R”, “G”, “B” and “A” mean in the context of color in OpenGL?

1.Rotate, Gyrate, Blend and Amorphize

2.Red, Green, Black, Auburn

3.Red, Green, Blue and Alpha channels

4.None of These


Question:
What do you have to do to get “compatibility mode” in OpenGL?

1.glEnable(GL_COMPATIBILITY);

2.glEnable(GL_COMPAT);

3.glDisable(GL_STRICT);

4.Nothing


Question:
What does glMaterialf(…) do?

1.Turns material properties on.

2.Defines the material properties of a drawn object for visual effects.

3.Switches to material mode to add visual effects.

4.Gets the current material properties of a drawn object.


Question:
What does glViewport do?

1.Sets the active viewport from one of the off-screen buffers.

2.Acquires the viewport pointer for use with the glOrtho function.

3.Sets the extents of the current view.

4. Deactivates accumulation mode and activates the standard viewport.


Question:
What does Open GLSL stand for?

1.Graphical Library of Shader Languages

2. Geographic Land and Survey Library

3.Graphics Library Shader Language

4.Graphical Language and Shading Library


Question:
What does the Blend Equation do?

1. It tells OpenGL how to anti-alias polygons.

2.It tells OpenGL how to mix fragments in a logical order.

3. It sets up a translucent viewport.

4.It provides the alpha channel with a mixing heuristic, ignoring R, G and B values of a given fragment.


Question:
What function is required in every GLSL shader program?

1.void maine() {}

2.int start() {}

3.void main() {}

4. int main() {}


Question:
What happens in immediate mode?

1.OpenGL enters into an interactive mode with the user.

2. Primitives can be redrawn from display lists. Hence, no information is lost.

3.Once drawn, primitive information is lost. To redraw, the primitives are drawn by reexecuting the display function.

4.All commands are given the highest priority for execution.


Question:
What happens to variables that aren’t used in outputs of a GLSL fragment shader?

1.They produce excessive slow-downs in GPUs that do not adhere to the OpenGL standard, decreasing load time and increasing frame rate.

2. They are optimized out and removed by the compiler on most platforms.

3.They remain in memory and use resources, and are the mark of a novice developer.

4.None of the above


Question:
What happens when an object to be drawn is not within the current viewport?

1.A warning is given.

2.It is drawn by OpenGL even though it is not seen.

3.It is ignored.

4. It is clipped from the scene and subsequently not drawn.


Question:
What is a “depth buffer” and what does it accumulate?

1.A type of buffer that accumulates “depth” information in a 3D scene

2. A 3D scene organization chart produced by a UX designer

3.A specialized buffer for doing underwater scenes

4.None of these


Question:
What is a VA or VAO?

1.Vector Array Object

2.Vertex Automation Output

3.Vertex Array Object

4.Vector Array Output


Question:
What is a VBO?

1.Vertex Binding Object

2.Vertex Buffer Object

3.Variable Buffer Output

4.None of These


Question:
What is an FBO?

1.File Buffered Output

2.Frictionless Baryonic Oscillation

3.Format Byte Option

4.Framebuffer Object


Question:
What is “immediate mode”?

1.A frame loop that repeats once per cycle

2.OpenGL’s mnemonic for the way of converting pixels to HDR equivalents

3.A deprecated set of functions that permit the user to quickly learn the basic building blocks of OpenGL

4.A type of screen mode that allows graphics to immediately be displayed


Question:
What is glTexCoord*() used for?

1.Defines a coordinate in a texture space in which to draw on top of the texture.

2.Defining the coordinates in texture space to be mapped to object space.

3.Used to define the coordinate system of a texture.

4.A newly added function where OpenGL supports placing a texting window for mobile applications.


Question:
What is glVertextPointer(…) used for?

1.Get a pointer to a vertex.

2.Select a vertex of a polygon.

3.Passing an array of vertices to OpenGL.

4.The convention followed in OpenGL to defining and passing a pointer.


Question:
What is the “workshop” name for the type of geometry and texture effects used in commercial gaming as part of OpenGL (and DirectX)?

1.Polygonal modeling

2.Geometrical polygonal modeling

3.Geometric pleasantness

4.Baked geometry


Question:
What is the difference between glColor3d and glColor3f?

1.glColor3d only sets RGB, while glColor3f sets R, G, B and A

2.glColor3d allows 3d color operations, while glColor3f only allows 8-bit

3. glColor3d takes double arguments, while glColor3f takes float arguments

4.glColor3d is in real space, glColor3f is in integer space


Question:
What is the non-official name for glBlendFunc(GL_SRC_ALPHA, GL_ONE)?

1.Masked

2.Subtractive

3.Multiply

4.Additive


Question:
What is the purpose of a MIPMAP?

1. A way to store images that use 33% less space on the GPU.

2.Filtered non-uniform definitions of texture space can be resolved only using MIPMAP iconography.

3.Non-isotropic textures used to exhibit quality cache behavior, a basis of non-inverted platform microscopy, a per-fragment compatibility mode in OpenGL.

4.multum in parvo; a LOD texture branching from the main texture that assists in scaling, a basis of wavelet compression


Question:
What is the purpose of calls to glLogicOp(GLenum opcode)?

1.A logical operation applied between RGBA color and RGBA color at the corresponding location.

2. A logical operation applied between one buffer and another during full-screen copying.

3.It serves no purpose and has been deprecated since version 1.

4.A function that returns the error values from OpenGL after performing a “GL logical operation”


Question:
What is the purpose of GL_REPEAT?

1. To have a texture repeat in a direction (horizontal or vertical).

2.To repeat the last command.

3.To repeat the last command.

4.To restart the application.


Question:
What is the use of a shared context?

1.To allow multiple OpenGL contexts to share the same data

2.To allow networked gameplay to occur between multiple OpenGL clients

3.To allow the GPU to run multiple applications at the same time

4.None of the above


Question:
What is the use of glGet?

1.To read pixels back from the screen buffer

2.To get specific values from the hardware context

3.To read pixels back from any buffer

4. To set specific values from the hardware context


Question:
What is the use of glOrtho?

1. It is only used to create isometric tile games.

2. It is the best way to set the view frustum.

3. glOrtho is used to create a map.

4.To set the extents and behavior of coordinates.


Question:
What is transformation?

1.Switching between different buffers.

2.A function supplied by OpenGL that can morph one polygon to another.

3. The mathematical operation used to create the desired behavior for points and objects.

4.None of the above


Question:
What kind of argument is expected in a function ending with a “v”?

1.An array typecasted with (GLvoid *) or in the type indicated by the preceding letter.

2. Any void variable.

3.A GLuint *pointer

4.A virtual method function pointer.


Question:
What kind of coordinates are used in order to represent a transformation as a matrix multiplication operation?

1.Homogeneous

2.Cartesian

3.Parametric

4.Heterogeneous


Question:
What kind of data is stored in a VAO?

1.Exponent information for large-scale waveform analysis

2. Program asset information such as trees, lists, and data types

3.Mainly 0s and 1s organized alphabetically

4.Vertex state and other ancillary data for rendering in the programmable pipeline


Question:
What kind of data is stored in a VBO?

1.Configuration Settings

2.Vertices

3. Context-sharing Information

4.Pixels


Question:
What kind of polygons work best in a VBO intended for modeling a solid?

1. Triangles, Triangle Strips, and Triangle Fans

2.Triangles, quads, and N-gons C.

3.Quads, N-gons, and unilateral N-gons

4.N-gonal coplanar line strips


Question:
What kind of vertex array is NOT provided by OpenGL?

1.Polygons

2.Vertices

3.Colors

4.Normals


Question:
What organization is currently responsible for OpenGL’s standardization and development?

1.Khronos

2.Crysis

3.Cryptic

4.Chronos


Question:
What purpose does the “Scissor Test” serve?

1.o end the “Rubber Band Test”

2.To “cut out” a section of a buffer when performing a copy operation.

3.To scale a section of a buffer.

4.To limit the drawing area.


Question:
What should be done to rotate around a point that is not the origin?

1.Translate to origin, rotate about the origin, then translate back to the original position.

2.Rotations can only be performed around the origin.

3.Perform a glRotate and specify the point to rotate around.

4.None of the above


Question:
When animating, OpenGL provides:

1.A complete suite of tools and downloadable applications for making classic 2D and 3D animation right out of the box

2.FBOs, VBOs, VAOs and integer-related functions such as glFrameNumber and glMovieType

3.Accumulation buffers, frame-buffer objects, VBOs, depth, and stencil buffers, blending modes, and other types of buffers that allow a developer to achieve the desired effect

4. No way to draw pixels on the screen


Question:
When do you use glFlush and glFinish?

1.glFlush and glFinish should be called once and only once per application. Their utility has increased over time and is required for any OpenGL application no matter how simple (a three line demo) or complex (a 450,000 AAA video game).

2.You use glFlush to clear the screen and glFinish to draw the screen to the display.

3.Usually around certain operations, such as during a glReadPixel after writing, or when OpenGL must flush or finish its currently buffered calls. Their utility has decreased over time.

4.None of the above


Question:
Which function call sets up the size of the output area?

1.glViewport()

2.gluPerspective()

3.C. None of These

4.glDisplayfunc()


Question:
Which is a function NOT used for rendering vertex arrays?

1.glDrawArrays()

2.glDrawElements()

3.glDisplayArray()

4.glArrayElement()


Question:
Which is better to use for dynamic drawing?

1.Coordinate Pointer

2.Display List

3.Vertex Array

4.None of the above


Question:
Which is better to use for static drawing?

1.Display List

2.Vertex Array

3.Coordinate Pointer

4.None of these


Question:
Why are many functions deprecated in the OpenGL specification?

1.To highlight functions which one should use when programming the fixed-function pipeline in all new versions of OpenGL.

2.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

3.OpenGL’s authors at Khronos have made many mistakes and therefore deleted various functions as they released new versions, replacing older versions and making obsolete older functionality that is re

4.None of the above


Question:
Why clear a buffer?

1.To approve a buffer for “publishing” to the monitor

2.To under-run a buffer in a special hack known as “swapping buffers”

3.To reset its state

4.To make it clearly visible


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