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5564 | serge | 1 | Glossary |
2 | ======== |
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3 | |||
4 | .. glossary:: |
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5 | :sorted: |
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6 | |||
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 | |||
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 | |||
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 | |||
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 | |||
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 | |||
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. |