OpenGL Vertex Functions Quiz
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Questions and Answers

What data does the second parameter for the glVertexPointer() is for?

  • The data type of each coordinate in the array (correct)
  • The byte offset between consecutive vertices
  • A pointer to the first element of the vertex array
  • The number of coordinates per vertex
  • Alternatively, you can use glDrawElements() to render a vertex array. The 2nd parameter for the glDrawElements() function is the

  • The type of values in the indices
  • Specifies a pointer to the location where the indices are stored
  • What kind of primitives to render.
  • Specifies the number of elements to be rendered (correct)
  • What is used to render primitives from vertex and vertex state data stored in blocks of

  • Vertex Buffer Object (correct)
  • Vertex Cache
  • Vertex Storage
  • What data does the last parameter for the glVertexPointer() is for?

    <p>A pointer to the first element of the vertex array</p> Signup and view all the answers

    What OpenGL constant is used to activate the vertex array use in your application?

    <p>GL_VERTEX_ARRAY</p> Signup and view all the answers

    The first parameter in glVertexPointer() specifies the number of total vertex to be rendered on the screen.

    <p>False</p> Signup and view all the answers

    In rendering the vertex arrays using glDrawArrays() function. The last parameter for the function indicates the.

    <p>Specifies the starting index in the enabled arrays</p> Signup and view all the answers

    In OpenGL high-performance memory refers to your GPUs memory.

    <p>True</p> Signup and view all the answers

    The glColorPointer has 4 parameters for the function to work. One of its parameter is the size, for the size it is the number of components per color. What is the minimum number of components?

    <p>2</p> Signup and view all the answers

    What OpenGL constant is used to activate the use of colors as arrays in your application?

    <p>GL_COLOR_ARRAY</p> Signup and view all the answers

    The glColorPointer has 4 parameters for the function to work. What is the purpose of the 1st parameter?

    <p>Specifies the number of components per color</p> Signup and view all the answers

    Complete the program to render the primitives below. Assume that arrays were declared already for use with the displayed primitives on the screen. Copy and paste the appropriate code to the blanks below:

    1. glClear(GL_COLOR_BUFFER_BIT);
    2. glColor3f(0.0f, 1.0f,0.0f);
    3. glDisableClientState(GL_COLOR_ARRAY);
    4. ______
    5. glFlush();
    6. glVertexPointer(3, GL_FLOAT, 0, quadvertices);

    <p>glEnableClientState(GL_VERTEX_ARRAY);</p> Signup and view all the answers

    Complete the program to render the primitives below. Assume that arrays were declared already for use with the displayed primitives on the screen. Copy and paste the appropriate code to the blanks below:

    1. glClear(GL_COLOR_BUFFER_BIT);
    2. glColor3f(0.0f, 1.0f,0.0f);
    3. glDisableClientState(GL_COLOR_ARRAY);
    4. glEnableClientState(GL_VERTEX_ARRAY);
    5. glFlush();
    6. glVertexPointer(3, GL_FLOAT, 0, quadvertices);

    <p>glDisableClientState(GL_VERTEX_ARRAY);</p> Signup and view all the answers

    Complete the program to render the primitives below. Assume that arrays were declared already for use with the displayed primitives on the screen. Copy and paste the appropriate code to the blanks below:

    1. glClear(GL_COLOR_BUFFER_BIT);
    2. glColor3f(0.0f, 1.0f,0.0f);
    3. glDisableClientState(GL_COLOR_ARRAY);
    4. glEnableClientState(GL_VERTEX_ARRAY);
    5. ______
    6. glVertexPointer(3, GL_FLOAT, 0, quadvertices);

    <p>glFlush();</p> Signup and view all the answers

    Complete the program to render the primitives below. Assume that arrays were declared already for use with the displayed primitives on the screen. Copy and paste the appropriate code to the blanks below:

    1. ______
    2. glColor3f(0.0f, 1.0f,0.0f);
    3. glDisableClientState(GL_COLOR_ARRAY);
    4. glEnableClientState(GL_VERTEX_ARRAY);
    5. glFlush();
    6. glVertexPointer(3, GL_FLOAT, 0, quadvertices);

    <p>glClear(GL_COLOR_BUFFER_BIT);</p> Signup and view all the answers

    What is the code block present in the displayTriangles() function?

    <p><code>glEnableClientState(GL_VERTEX_ARRAY);</code> <code>glColorPointer(3, GL_FLOAT, 0, colors);</code> <code>glVertexPointer(3, GL_FLOAT, 0, trianglevertices);</code> <code>glDrawArrays(GL_TRIANGLES, 0, 12);</code> <code>glDisableClientState(GL_VERTEX_ARRAY);</code></p> Signup and view all the answers

    What is the code block present in the rectangle() function?

    <p><code>glEnableClientState(GL_VERTEX_ARRAY);</code> <code>glVertexPointer(3, GL_FLOAT, 0, quadvertices);</code> <code>glDrawArrays(GL_QUADS, 0, 4);</code> <code>glDisableClientState(GL_VERTEX_ARRAY);</code></p> Signup and view all the answers

    Study Notes

    glVertexPointer() Parameters

    • The second parameter of glVertexPointer() defines the data type of each coordinate in the array.
    • The third parameter specifies the byte offset between consecutive vertices.
    • The fourth parameter points to the first element of the vertex array.

    glDrawElements() Parameter

    • The second parameter in glDrawElements() specifies the number of elements to be rendered.
    • It also includes the data type of the index values.

    OpenGL Vertex State Management

    • Vertex Storage, Vertex Cache, and Vertex Buffer Object (VBO) are used to render primitives from vertex data stored in blocks.

    glVertexPointer() - Last Parameter

    • The last parameter of OpenGL's glVertexPointer() function indicates the data type of each coordinate in the array.

    Activating Vertex Arrays

    • GL_VERTEX_ARRAY is the OpenGL constant used to activate vertex array use.

    Vertex Rendering and Total Vertex Count

    • The first parameter in glVertexPointer() specifies the number of total vertices to be rendered.
    • This statement is considered True.

    glDrawElements() Parameter Details

    • The last parameter in glDrawElements() specifies the type of values stored in the indices.
    • Alternatively, pointer to location of indices is utilized.

    OpenGL Performance Memory

    • OpenGL high-performance memory refers to the memory of the graphics processing unit (GPU). This statement is True.

    Minimum Color Component Count

    • The minimum number of components per color in glColorPointer is three.

    Activating Color Arrays

    • The GL_COLOR_ARRAY constant activates the use of colors as arrays in OpenGL.

    glColorPointer() First Parameter

    • The first parameter of glColorPointer() specifies the number of components per color.

    glColorPointer() Last Parameter

    • The last parameter of glColorPointer() specifies the data type of each color component.

    OpenGL Primitive Rendering Code

    • The code provides instructions for clearing the color buffer, setting color, disabling client-side color array, enabling vertex array, flushing the buffer, and setting vertex pointer. It’s used to render primitives from arrays of data already calculated for use on screen.

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    Description

    Test your knowledge on OpenGL vertex functions, including glVertexPointer() and glDrawElements(). This quiz covers important parameters for managing vertex data and rendering techniques. Perfect for students and professionals looking to strengthen their understanding of OpenGL.

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