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GAME PROGRAMMING MCQS

1. _____ is the technology that allows Directx to be programming language independent &
have backward compatibility.
A. Computer object model
B. Composite object model
C. Component object model
D. Complier object model

Ans. C

2. _____ is generally used to control transparency.


A. Color channel
B. Alpha channel
C. B/W channel
D. Beta channel

Ans. B

3. ______ formats are used to reserve memory & then specify how to reinterpret the data at a
later time when the texture is bound to the pipeline.
A. TYPE
B. SINT
C. UNORM
D. TYPELESS

Ans. D

4. Swapping the roles of the back & front buffer is called ______.
A. Presenting
B. Buffering
C. Swap chain
D. Depth Buffering

Ans. A

5. The possible depth values range from 0.0 to 1.0, where 0.0 denotes the ____ an object can
be to the viewer.
A. visible
B. farthest
C. closest
D. invisible

Ans. C

6. ____ techniques works by making the back buffer & depth buffer 4X bigger than the
screen resolution.
A. Sampling
B. Supersampling
C. Subsampling
D. Multisampling

Ans. B

7. ____ stage reads geometric data from memory & uses it to assemble geometric primitives.
A. Vertex shader stage
B. Tessellator stage
C. Output merger stage
D. Input assembler stage

Ans. D

8. A ____ is a unit vector that describes the direction a polygon is facing.


A. Unit normal
B. Face normal
C. Surface normal
D. Normal vectors.
Ans. B

9. A____ is a unit vector that is orthogonal to the tangent plane of a point on a surface.
A. Unit normal
B. Face normal
C. Surface normal
D. Normal vectors.
Ans. A

10. Interpolating the normal & doing lighting calculations per pixel is called ____.
A. Pixel lighting
B. Vertex normal
C. Vertex lighting
D. surface normal
Ans. A

11. When light strikes a point on a surface, the light rays get scatter in various random
directions this is called a _____ reflection.
A. Ambient
B. Specular
C. Parallel
D. Diffuse
Ans. D

12. ____ refers to subdividing the triangles of a mesh to add new triangles.
A. Tessellation
B. Vertex shader
C. Output Merger
D. Pixel shader
Ans. A

13. When we draw the object several times, but each time with a different world matrix to
specify the position, orientation, and scale of the instance in the world space. This is called
___
A. Supersampling
B. Shading
C. Instancing
D. Multisampling
Ans. C

14. COM interfaces are prefixed with a letter ____.


A. C
B. D3
C. D11
D. I
Ans. D

15. _____ antialiasing technique is more expensive.


A. Multisampling
B. Supersampling
C. Sampling
D. Subsampling
Ans. B

16. _____ buffers stores the image data currently being displayed on the monitor.
A. Front
B. Memory
C. Back
D. Previous
Ans. A

17. In Direct3D, a swap chain is represented by the ____ interface.


A. IDXGISWAPCHAIN
B. IGIDXSWAPCHAIN
C. ID3D11SWAPCHAIN
D. D3SWAPCHAIN
Ans. A

18. ____ antialiasing technique works by increasing the resolution in software.


A. Multisampling
B. Supersampling
C. Sampling
D. Subsampling
Ans. B

19. _____ antialiasing technique shares some computational info across subpixels.
A. Multisampling
B. Supersampling
C. Sampling
D. Subsampling
Ans. A

20. Vertices are bound to the rendering pipeline in a special direct3d data structure called a
____
A. Front Buffer
B. Index Buffer
C. Back Buffer
D. Vertex Buffer
Ans. D

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