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1Glossary
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