Module 10 Flashcards

1
Q

It is an OpenGL constant that we use as a property parameter for the type of lighting on a material for base color
Group of answer choices

GL_DIFFUSE

GL_EMMISSION

GL_SPECULAR

GL_AMBIENT

A

GL_DIFFUSE

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2
Q

What are the different lighting contributors for the Phong Lighting Model
Group of answer choices

Light Properties

Lighting Model properties

All of the mentioned

Surface material properties

A

All of the mentioned

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3
Q

It is an OpenGL constant that we use as a parameter for the type of lighting on a material for glow color
Group of answer choices

GL_SPECULAR

GL_DIFFUSE

GL_EMMISSION

GL_AMBIENT

A

GL_EMMISSION

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4
Q

The OpenGL constant used for enabling the state for lighting in an OpenGL application
Group of answer choices

None of the mentioned

GL_LIGHTING

GL_LIGHT

LIGHT_0

A

GL_LIGHTING

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5
Q

It is the minimum number of lights supported by OpenGL
Group of answer choices

2

4

6

8

A

8

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6
Q

OpenGL supports two types of lights: infinite (directional) and local (point) light sources. The type of light is determined by what coordinate of the light’s position.
Group of answer choices

x

w

y

z

A

w

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7
Q

It is an OpenGL constant that we use as a parameter for the type of lighting on a material for lowlight color or not directly illuminated
Group of answer choices

GL_EMMISSION

GL_DIFFUSE

GL_SPECULAR

GL_AMBIENT

A

GL_AMBIENT

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8
Q

You can have separate material properties for front and back of an object
Group of answer choices

True

False

A

True

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9
Q

How does OpenGL simulate light?
Group of answer choices

Emmision Model

Ambient Emission Model

Phong Lighting Model

Material Reflection Model

A

Phong Lighting Model

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10
Q

The range of value for the property of a material ranges from 0 to
Group of answer choices

32

6

128

64

A

128

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11
Q

The type of texture wrapping where The coordinate will simply be clamped between 0 and 1
Group of answer choices

GL_CLAMP_TO_BORDER

GL_CLAMP_TO_EDGE

GL_REPEAT

GL_MIRRORED_REPEAT

A

GL_CLAMP_TO_EDGE

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12
Q

The image size using the powers of 2 is a requirement for all OpenGL versions
Group of answer choices

True

False

A

False

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13
Q

What OpenGL constant is used to enable the texture capabilities of OpenGL
Group of answer choices

GL_TEXTURIZER

GL_TEXTURE_2D

GL_TEXTURE_MODE

GL_TEXTURE_ENV

A

GL_TEXTURE_2D

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14
Q

It augments the colors specified for a geometric primitive with the colors stored in an image. It adds vitality to models and can provide great visual cues for even simple models.
Group of answer choices

Lighting

Rasterization

Rendering

Texture Mapping

A

Texture Mapping

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15
Q

To use the TextureCoordPointer() pointer function you need to enable the client state using the OpenGL constant
Group of answer choices

GL_TEXTURE_COORD_ARRAY

GL_TEXTURE_2D

GL_TEXTURE_COORD

None of the above

A

GL_TEXTURE_COORD_ARRAY

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16
Q

The type of texture wrapping where The integer part of the coordinate will be ignored and a repeating pattern is formed.
Group of answer choices

GL_CLAMP_TO_BORDER

GL_MIRRORED_REPEAT

GL_REPEAT

GL_CLAMP_TO_EDGE

A

GL_REPEAT

17
Q

The type of texture wrapping where the texture will also be repeated, but it will be mirrored when the integer part of the coordinate is odd.
Group of answer choices

GL_MIRRORED_REPEAT

GL_REPEAT

GL_CLAMP_TO_EDGE

GL_CLAMP_TO_BORDER

A

GL_MIRRORED_REPEAT

18
Q

Consider the statement below:

unsigned int texture;

glGenTextures(1,&texture);

What does the 1st parameter indicates?

Group of answer choices

The size of the image

None of the mentioned

How many sides the object will be needing textures?

The number of textures we want to generate

A

The number of textures we want to generate

19
Q

What is the recommended texture width and height size for a texture image
Group of answer choices

512

All of the mentioned

128

256

A

All of the mentioned

20
Q

The glTextImage2D() is a large function with several parameters. From the function call

glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);

The last parameter is the array indexes where we should position the texture image in the object.

Group of answer choices

True

False

A

False

21
Q

Lighting is available in both RGBA mode and color index mode. RGBA is more flexible and less restrictive than color index mode lighting.
Group of answer choices

True

False

A

True

22
Q

The image loader for our texture program in our lesson is included in the header file.
Group of answer choices

glew.h

None of the mentioned

stdio.h

stb_image.h

A

stb_image.h