Open GL Interview Questions
- What is GLSL?
- What is MESA?
- What about clipping?
- What is Game GLUT?
- What is new in GLUT 3.4?
- What is new in GLUT 3.1?
- Can I mix OpenGL and DirectX?
- What is associated utility libraries?
- What about the perspective divide?
- What are OpenGL coordinate units?
- Can We Develop an OpenGL ES Module?
- What are the Operators we use in open GL?
- Write Quaternion versus Matrix performance?
- How do I draw 2D controls over my 3D rendering?
- Are OpenGL matrices column-major or row-major?
- What are Functions and control structures n open GL?
- How can I draw more than one view of the same scene?
- How do I access the frame/depth/texture memory directly?
- How do I set up OpenGL matrix stack for rasterization-only?
- What are the pros and cons of using absolute versus relative coordinates?
- How are coordinates transformed? What are the different coordinate spaces?
- Why doesn’t GLUT programs compile on IRIX 6.4 or 6.3 work earlier releases?
- How can I make a call to glFrustum () that matches my call to gluPerspective ()?
- How do I transform only one object in my scene or give each object its own transform?
- How do I transform my objects around a fixed coordinate system rather than the object’s local coordinate system?
- What are the pros and cons of using glFrustum () versus gluPerspective ()? Why would I want to use one over the other?