
Exploring Vertex Data Groupings in OpenGL

Interactive Video
•
Mathematics
•
6th - 10th Grade
•
Hard
Standards-aligned

Ethan Morris
FREE Resource
Standards-aligned
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10 questions
Show all answers
1.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Why does the instructor prefer using temporary variables in certain cases?
They make the code more readable and manageable.
They help in widening the vertex position.
They make the code run faster.
They are required by the compiler.
2.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What is the main reason for converting vertex position from VC3 to VC4?
To reduce the number of lines of code.
To simplify the shader code.
To enable translation and apply the model to the projection matrix.
To make the code compatible with older hardware.
3.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What happens when the hardware receives three floats instead of four?
It throws an error.
It fills the fourth component with a one.
It fills the fourth component with a zero.
It ignores the extra float.
4.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
Why does the instructor mention that graphics cards are built to process four-component vectors?
Because it allows for efficient linear algebra operations.
Because it simplifies the shader code.
Because it reduces the memory usage.
Because it is a standard in the industry.
Tags
CCSS.HSN.VM.A.1
5.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What does the hardware do if fewer than four floats are sent for vertex position?
It fills the remaining components with zeros.
It fills the remaining components with ones.
It ignores the missing components.
It throws an error.
6.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What drives the instructor nuts about the casting of surface normals?
The inability to use temporary variables.
The requirement to use four components.
The need to set the last component to zero.
The need to be explicit about the casting.
7.
MULTIPLE CHOICE QUESTION
30 sec • 1 pt
What would the instructor prefer when dealing with surface normals?
To use three components instead of four.
To default the last component to one.
To avoid casting altogether.
To default the last component to zero.
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