GraphicsFinal Flashcards

(53 cards)

1
Q

What is the sound component of DirectX

A

DirectSound

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2
Q

What does API stand for?

A

Application Programming Interface

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3
Q

What does COM stand for?

A

Component Object Model

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4
Q

Which parameter of the CreateDevice function specifies the device type to use?

A

DeviceType

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5
Q

In a swap chain application, the surface in the ________ buffer slot is the surface that corresponds to the image presently being displayed on the monitor.

A

front

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6
Q

Virtual functions are used so that you can code with function calls that are not bound until run-time. What else can you use with the C language to do this same process?

A

function pointer

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7
Q

What is the purpose of the DirectDraw component of DirectX?

A

It is the primary rendering and 2D bitmap engine that controls the video display

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8
Q

What is a reference rasterizer better known as? and what does it do? and what does it allow?

A

a REF device (1/3 credit)
emulates the entire Direct3D API in software(1/3 credit)
which allows you to write and test code that uses Direct3D features that are not available on your device (1/3 credit)

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9
Q

Another name for depth buffering is Answer____- buffering.

A

z

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10
Q

What are the 4 types of memory pools available with Direct3D?

A

D3DPOOL_DEFAULT
D3DPOOL_MANAGED
D3DPOOL_SYSTEMMEM
D3DPOOL_SCRATCH

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11
Q

What parameter must be set to false to have a full-screen window?

A

windowed

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12
Q

True or False

In order to use implement COM you must use C++.

A

False

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13
Q

COM is a general specification that can be followed with any language on any machine, but one rule must be followed…what is that rule?

A

The binary image of the COM object must be that of a virtual class generated by a Microsoft VC compiler

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14
Q

Vertex processing occurs in two different formats, they are_________and____________.

A

hardware and software

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15
Q

What does HEL stand for and when is it used?

A

Hardware Emulation Layer

used when the hardware doesn’t support the feature that you are requesting

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16
Q

What does HAL stand for? and what is it? and when is it used?

A

Hardware Abstraction Layer

set of device-specific code that instructs the device to perform an operation It talks directly to the hardware.

HAL is used when the feature you’re requesting is supported directly by the hardware and thus is accelerated.

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17
Q

True or False

If you upgrade an old COM object, you don’t need to implement the old interface with the new one.

A

True

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18
Q

What does GUID stand for?

A

Globally Unique Identifiers

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19
Q

What is a depth buffer?

A

a surface that does not contain image data but rather depth information about a particular pixel

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20
Q

What function initializes a main application window and implements the Direct3D initialization code?

A

InitD3D

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21
Q

What makes COM objects and interfaces unique from other COM objects?

A

the use of GUID’s

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22
Q

True or False

COM is a general specification that can be followed with any language on any machine.

23
Q

A_________is a matrix of pixels that Direct3D uses to store 2D image data.

24
Q

What do you call the Direct3D antialiasing technique that is used to smooth out blocky-looking images?

A

Multisampling

25
The first step in drawing preparations for a vertex buffer is to set the ___________ ___________.
stream source
26
The last stage of the rendering pipeline is _______.
Rasterization
27
True or False Rectangles are the building blocks of all objects.
False
28
Compute the transpose of the following matrix: [x y] [z w]
[x z] | [y w]
29
The D3DX library provides what 6 mesh creation functions?
``` D3DXCreateBox D3DXCreateSphere D3DXCreateCylinder D3DXCreateTeapot D3DXCreatePolygon D3DXCreateTorus ```
30
What are the basic building blocks of 3D objects?
triangles
31
Which transformation is responsible for transforming coordinates on the projection window to a rectangle on the screen?
viewport
32
What is referred to as the volume of space defined by the field of view angles and the near and far planes?
frustum
33
True or False In Direct3D colors are described with CMYB
False
34
What are the two types of shading used with Direct3D?
flat and gouraud
35
n what 3 ways can you describe a color in code in Direct3D?
D3DCOLOR D3DXCOLOR D3DCOLORVALUE
36
The bits in the D3DCOLOR type are divided into how many different color bit sections?
4
37
When______shading is used, the pixels of an object are uniformly colored by the color specified in the first vertex of the object.
flat
38
When_________shading is used, the colors at each vertex are interpolated linearly across the face of an object.
Gouraud
39
Shading occurs during___________and specifies how the vertex colors are used to compute the pixel colors that make up the primitive.
rasterization
40
True or False The chapter demonstrates 3 different ways to render text.
True
41
What does fps stand for? (not first person shooter)
frames per second
42
You must fill out _________structure to describe the kind of font you wish to create.
LOGFONT
43
Text drawing is done with a__________method which contains parameters for the x,y coordinates, the color, the string of text to draw and optional flags.
DrawText()
44
In the D3DXCreateText method______is a handle to a device context that contains a description of the font that we are going to use to generate the mesh.
hDC
45
Match the following operations with their default names: Pitch, Yaw, Roll Rotate around the up vector Rotate around the look vector Rotate around the right vector
Rotate around the up vector - yaw Rotate around the look vector - roll Rotate around the right vector - pitch
46
True or False Camera position and orientation in the world coordinate system is maintained with 6 vectors: right, up, look, left, position, and speed.
False
47
Orientation vectors include which of the following vectors: a. right, up and back b. right, up and down c. look, at and me d. right, up and look
d. right, up and look
48
Name the four camera vectors used in the world coordinate system.
right, up, look and position
49
List and describe the six operations a flexible camera should be able to perform.
rotate around the right vector (pitch) rotate around the up vector (yaw) rotate around the look vector (roll) strafe along the right vector fly along the up vector move along the look vector
50
The right, up and look vectors of the camera's orientation are called orientation vectors. These vectors must be mutually perpendicular to each other and of unit length. What is the name given to this?
orthonormal
51
To implement camera rotation methods, you need to be able to rotate around an_______ axis.
arbitrary
52
What is the term given to moving side to side from the direction we are looking?
strafing
53
What is the name of the interface to render text when you need to support complex fonts and formatting?
ID3DXFont