1 | Glossary
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2 | ========
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3 |
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4 | .. glossary::
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5 | :sorted:
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6 |
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7 | MSAA
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8 | Multi-Sampled Anti-Aliasing. A basic anti-aliasing technique that takes
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9 | multiple samples of the depth buffer, and uses this information to
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10 | smooth the edges of polygons.
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11 |
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12 | TCL
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13 | Transform, Clipping, & Lighting. The three stages of preparation in a
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14 | rasterizing pipeline prior to the actual rasterization of vertices into
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15 | fragments.
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16 |
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17 | NPOT
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18 | Non-power-of-two. Usually applied to textures which have at least one
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19 | dimension which is not a power of two.
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20 |
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21 | LOD
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22 | Level of Detail. Also spelled "LoD". The value that determines when the
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23 | switches between mipmaps occur during texture sampling.
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24 |
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25 | layer
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26 | This term is used as the name of the "3rd coordinate" of a resource.
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27 | 3D textures have zslices, cube maps have faces, 1D and 2D array textures
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28 | have array members (other resources do not have multiple layers).
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29 | Since the functions only take one parameter no matter what type of
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30 | resource is used, use the term "layer" instead of a resource type
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31 | specific one.
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32 |
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33 | GLSL
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34 | GL Shading Language. The official, common high-level shader language used
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35 | in GL 2.0 and above.
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