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35 lines
1.2 KiB
Glossary |
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.. glossary:: |
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:sorted: |
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MSAA |
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Multi-Sampled Anti-Aliasing. A basic anti-aliasing technique that takes |
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multiple samples of the depth buffer, and uses this information to |
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smooth the edges of polygons. |
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TCL |
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Transform, Clipping, & Lighting. The three stages of preparation in a |
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rasterizing pipeline prior to the actual rasterization of vertices into |
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fragments. |
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NPOT |
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Non-power-of-two. Usually applied to textures which have at least one |
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dimension which is not a power of two. |
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LOD |
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Level of Detail. Also spelled "LoD." The value that determines when the |
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switches between mipmaps occur during texture sampling. |
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layer |
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This term is used as the name of the "3rd coordinate" of a resource. |
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3D textures have zslices, cube maps have faces, 1D and 2D array textures |
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have array members (other resources do not have multiple layers). |
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Since the functions only take one parameter no matter what type of |
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resource is used, use the term "layer" instead of a resource type |
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specific one. |
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GLSL |
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GL Shading Language. The official, common high-level shader language used |
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in GL 2.0 and above.
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