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