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OpenGL Fundamentals Test
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OpenGL Fundamentals Test
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25 Questions

1. What are 'accumulation buffers'?
2. What are the four major types of shaders available in OpenGL 4.0?
3. OpenGL stands for:
4. Why are many functions deprecated in the OpenGL specification?
5. What is a 'depth buffer' and what does it accumulate?
6. Does OpenGL use column-major order or row-major order when representing a transformation matrix?
7. Is a new coordinate system created with every transformation applied - e.g. - translate or rotate?
8. What are the 'red' book - 'blue' book and 'orange' book?
9. glVertex is used to draw OpenGL primitives.
10. Which is better to use for dynmic drawing?
11. Which function call sets up the size of the output area?
12. What is glTexCoord*() used for?
13. What is the use of glGet?
14. Fill in the blank to draw this triangle: glBegin(GL_TRIANGLES); ....(blank).... glEnd();
15. What is the dimensions of a 2D transformation matrix?
16. What are the valid operations provided to glStencilOp?
17. Does OpenGL support Rasterization?
18. What happens in retained mode?
19. What is a transformation?
20. What is the non-official name for glBlendFunc(GL_SRC_ALPHA - GL_ONE)?
21. What is glVertextPointer(...) used for?
22. How many cycles does it theoretically take for a single OpenGL call?
23. Generally - what primitive polygon is used for creating a mesh to represent a complex object?
24. What is 'pixel unpacking'?
25. What does glViewport do?