CSCI-420 Midterm NN
1.OpenGL Library Organization: GL (graphics library): core graphics and
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capabil- ities
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GLUT (graphics and utility lib): input and windowing
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GLEW (GL extension wrangler): removes OS dependencies
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GLU (openGL utility lib): compatibility profile only
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2.Smooth vs Flat Shading: • smooth shading interpolates
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•glShadeModel(GL_FLAT | GL_SMOOTH) NN NN
3.Graphics Pipeline: 1) vertices NN NN NN
2) transformer
3) clipper
4) projector
5) rasterizer
6) pixels
4.The Frame Buffer: special memory on the graphics card. stores the
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current pixels to be displayed on the monitor. monitor has no storage.
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Framebuffer copied to the monitor at each refresh cycle
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5.where is graphics driver code located?: CPU
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6.where are rendering resources located (buffers, shader, textures, etc.): GPU
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7.What is stored in a VBO: vertex positions, normals, texture coordinates,
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colors NN
8.Glut Program Callbacks Loop:
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9.Types of callbacks: Display(): when window must be
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drawn Idle(): when no other events to be handled
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Keyboard(unsigned char key, int x, int y) : key pressed NN NN NN NN NN NN NN NN NN
Menu(...): after selection from menu
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Mouse(int button, int state, int x, int NN NN NN NN NN NN
y) motion(...) : mouse movement
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reshape(int w, int h): window
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resize
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any callback can be null
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10.screen refresh rate: 60-100Hz NN NN NN
11.double buffering: swap display buffer at end of cycle and start drawing
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1 / NN
3
NN
1.OpenGL Library Organization: GL (graphics library): core graphics and
NN NN NN NN NN NN NN NN
capabil- ities
NN NN
GLUT (graphics and utility lib): input and windowing
NN NN NN NN NN NN NN
GLEW (GL extension wrangler): removes OS dependencies
NN NN NN NN NN NN
GLU (openGL utility lib): compatibility profile only
NN NN NN NN NN NN
2.Smooth vs Flat Shading: • smooth shading interpolates
NN NN NN NN NN NN NN
•glShadeModel(GL_FLAT | GL_SMOOTH) NN NN
3.Graphics Pipeline: 1) vertices NN NN NN
2) transformer
3) clipper
4) projector
5) rasterizer
6) pixels
4.The Frame Buffer: special memory on the graphics card. stores the
NN NN NN NN NN NN NN NN NN NN
current pixels to be displayed on the monitor. monitor has no storage.
NN NN NN NN NN NN NN NN NN NN NN NN
Framebuffer copied to the monitor at each refresh cycle
NN NN NN NN NN NN NN NN NN
5.where is graphics driver code located?: CPU
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6.where are rendering resources located (buffers, shader, textures, etc.): GPU
NN NN NN NN NN NN NN NN NN
7.What is stored in a VBO: vertex positions, normals, texture coordinates,
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colors NN
8.Glut Program Callbacks Loop:
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9.Types of callbacks: Display(): when window must be
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drawn Idle(): when no other events to be handled
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Keyboard(unsigned char key, int x, int y) : key pressed NN NN NN NN NN NN NN NN NN
Menu(...): after selection from menu
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Mouse(int button, int state, int x, int NN NN NN NN NN NN
y) motion(...) : mouse movement
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reshape(int w, int h): window
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resize
NN
any callback can be null
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10.screen refresh rate: 60-100Hz NN NN NN
11.double buffering: swap display buffer at end of cycle and start drawing
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1 / NN
3
NN