Subversion Repositories Kolibri OS

Rev

Details | Last modification | View Log | RSS feed

Rev Author Line No. Line
5564 serge 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.