Given that we are using glUniform to send values to our shader programs, what happens to the value on the shader if we change the value of the referenced variable on the CPU host program, without calling glUniform again?
A. The shader value is still set to the previous value.
B. The shader value will be automatically updated to the current value.
C. You cannot change the variable.
D. The shader value will have an undefined value.
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How can we increase the size of a specular highlight from a point light on a specific object, while keeping the size of the specular highlight on other objects in the scene the same size?
A. Increase the intensity of the specular component of the light.
B. Increase the intensity of the specular component of the object's material.
C. Increase the shininess of the object's material.
Decrease the shininess of the object's material.
E. Move the object closer to the light
F. Move the object farther to the light
What additional interpolated vertex values must we use in the fragment shader for Phong shading
A. The color computed at each vertex.
B. The position and the normal of each vertex.
C. The normal of each vertex.
D. The connectivity of each vertex.
In the lecture slides, we saw the following code to draw a buffer in modern OpenGL:glDrawElements(PrimType[object], NumElems[object], GL_UNSIGNED_BYTE, BUFFER_OFFSET(0)) ;The third argument to glDrawElements denotes the type of the vertex indices.Given our code as is, how many unique vertices can be referenced by each face?______
Why must we explicitly write code to compile the shader at run-time?.
A. GLSL is an interpreted language.
B. No real reason; we could compile it along with our CPU program.
Convenience for the application programmer, to more quickly modify shader programs.
D. The shader code is compiled to run on a GPU, which may not necessarily have the same instruction set architecture as our host machine.