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In the graphics pipeline, z-buffer hidden surface removal takes place after clipping. True False Question 11 1pts A world to eye coordinate mapping is defined
In the graphics pipeline, z-buffer hidden surface removal takes place after clipping. True False Question 11 1pts A world to eye coordinate mapping is defined by a translation and a shear. True False Question 12 1pts In the graphics pipeline, objects in the eye coordinate system are mapped to the clip coordinate system. True False The z-buffer hidden surface removal algorithm requires memory that is called the depth buffer. True False Question 14 1pts The z-buffer hidden surface removal algorithm is implemented with painter's algorithm. True False Question 15 1pts Double buffering uses two buffers, the front and back buffers. True False The face of a cube, represented by two triangles and drawn with one call to drawArrays using the TRIANGLES setting, requires six vertices to be sent to the GPU. True False Question 17 1 pts In double buffering, the image is drawn to the front buffer. True False Question 18 1 pts The viewport is always the same size as the canvas. True False
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