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