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  1. Glossary
  2. ========
  3.  
  4. .. glossary::
  5.    :sorted:
  6.  
  7.    MSAA
  8.       Multi-Sampled Anti-Aliasing. A basic anti-aliasing technique that takes
  9.       multiple samples of the depth buffer, and uses this information to
  10.       smooth the edges of polygons.
  11.  
  12.    TCL
  13.       Transform, Clipping, & Lighting. The three stages of preparation in a
  14.       rasterizing pipeline prior to the actual rasterization of vertices into
  15.       fragments.
  16.  
  17.    NPOT
  18.       Non-power-of-two. Usually applied to textures which have at least one
  19.       dimension which is not a power of two.
  20.  
  21.    LOD
  22.       Level of Detail. Also spelled "LoD." The value that determines when the
  23.       switches between mipmaps occur during texture sampling.
  24.  
  25.    layer
  26.       This term is used as the name of the "3rd coordinate" of a resource.
  27.       3D textures have zslices, cube maps have faces, 1D and 2D array textures
  28.       have array members (other resources do not have multiple layers).
  29.       Since the functions only take one parameter no matter what type of
  30.       resource is used, use the term "layer" instead of a resource type
  31.       specific one.
  32.  
  33.    GLSL
  34.       GL Shading Language. The official, common high-level shader language used
  35.       in GL 2.0 and above.
  36.