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      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.
     36