Term
What graphics language was the precursor to OpenGL? |
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Definition
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Term
To add opengl to your project, what DLL and headers do you have to add to make open gl work. |
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Definition
#include
// do not use this
#pragma comment(lib, "opengl32.lib"); |
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Term
What version does this give you of OpenGL? |
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Definition
version 1.1
Adding gltools, which automagically adds GLee, gives you an updated version of OpenGL. (3.2?) |
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Term
What is the difference between OpenGL specification and/or OpenGL implementation ? |
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Definition
Specification is created by the archiecture review board, this includes C++, java, etc. They set the standards for OpenGL.
Vendors then, implement this specification to create drivers, NVIDIA, ATI, AMD, INTEL, SGI. |
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Term
What are the four buffers we can render to in OpenGL |
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Definition
Color, Depth, Stencil, Accumulation buffer |
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Term
What are the coordinate system in Open GL? Right or LEFT? |
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Definition
-Right Handed
y+ goes up
x+ goes right
z+ comes out the screen toward you |
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Term
What are the projections in Open GL? |
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Definition
Orthographic - 2D
Perspective - 3D |
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Term
What are the four matrix modes? |
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Definition
Color, projection, texture, modelview |
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Term
Which matrix moves your models and lights around? |
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Definition
models and lights are moved by modelview. |
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Term
What are the three types of light |
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Definition
Ambient, Diffuse, and specular |
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Term
What two ways can polygons be wound? |
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Definition
CCW and CW
OGL by default is CCW |
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Term
What are the 7 different type of primitives |
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Definition
GL_POINTS
GL_LINES
GL_LINE_LOOP
GL_LINE_STRIP
GL_TRIANGLES
GL_TRIANGLE_FAN
GL_TRIANGLE_STRIP |
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Term
What are the least amount of lights that opengl must support? |
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Definition
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Term
What are the two basic non-mipmap texture filter mode |
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Definition
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Term
Given a texture size, how many mipmap levels? |
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Definition
if its 512, its how many powers of 2:
2^0, 2^1, 2^2, 2^3, etc
1,2,4,8,16,32,64,128,256,512 |
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Term
How much more memory does mipmapping take? |
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Definition
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Term
what is the best place to store static geometry? |
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Definition
vertex buffer objects
VBO - because it is stored into video card memory already
glBufferData - sends it to the video card |
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Term
Dynamic storage is a debate with: |
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Definition
indexed vertex/draw array IVA or VBO glDrawArrays - sends it to the video card |
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Term
What are some of the things you do with multi-texturing? |
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Definition
Bump mapping, shadow map, your mom |
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Term
What can you do with blending? |
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Definition
Anti-aliasing, transparency |
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Term
What can you do with stencil? |
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Definition
Using the stencil buffer, you can cut out an image to only draw a certain portion, shadows, flash light effect. |
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Term
What are the three fog equations? And draw me a graph of each one. |
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Definition
Linear, Exponential, and Exponential^2 |
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Term
Tell me two advantages of texture compression. |
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Definition
Load faster and saves video card memory. Does not look better!
2 disadvantages = your lose color precision and alpha precision |
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Term
How many dimensions do you need for texture cube maps? |
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Definition
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Term
Uniforms, how do you set a uniform in shaders? |
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Definition
glGetUniformLocation
glUniform |
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Term
what is the required output of vertex program (shader) ? |
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Definition
gl_Position ( normally equals gl_ModelViewProjectionMatrix * gl_Vertex ) |
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Term
what is the required output of fragment program (shader) ? |
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Definition
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Term
Why do we like point sprites? |
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Definition
Cheap, Single point, less geometry, no text coords, or normals, no matrix monkey business |
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Term
OpenGL ES, what are some kind of things we got rid of? |
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Definition
NAME A COUPLE. quads, shaders, accumulation buffer, color matrix, can't use doubles. |
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Term
What did we add to OpenGL ES? |
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Definition
Point sprites, bytes to use coordinates, |
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Term
What are some of things to think about when coding on a handheld? |
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Definition
Memory, slower CPU cause of less power consumption. |
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Term
(worth 4 questions) Draw and label the OpenGL transformation pipeline |
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Definition
//step 1
transformed eye coordinates = vertex data * modelview matrix
//step 2
clip coordinates = transformed eye coordinates * projection matrix
//step 3
normalized device coordinates = clip coordinates / w coordinate
//step 4
Rasterization / viewport transformation = normalized device coordinates <3
//step 5
window coordinates |
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Term
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Definition
Its a layer. GL_TEXTURE0, GL_TEXTURE1, etc |
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Term
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Definition
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Term
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Definition
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Term
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Definition
glDrawArrays - submits the batch for execution IDA glBufferData - submits the batch for execution VBOs,
IVA, IDA - glDrawElements |
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