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| author | Christoph Bumiller <e0425955@student.tuwien.ac.at> | 2010-12-19 21:46:33 +0100 |
|---|---|---|
| committer | Christoph Bumiller <e0425955@student.tuwien.ac.at> | 2010-12-19 21:46:33 +0100 |
| commit | 0f68236a2487dbeb0396b996debcda595b0b54a1 (patch) | |
| tree | 938ae3b779349b6dba6f5a891550604f9a9ca895 /src/gallium/docs/source/glossary.rst | |
| parent | d047168d81cfeb39a98f3ae16416872facc6237c (diff) | |
| parent | 237880463d5168cad8df0bae6018b5fd76617777 (diff) | |
Merge remote branch 'origin/master' into nvc0-new
Diffstat (limited to 'src/gallium/docs/source/glossary.rst')
| -rw-r--r-- | src/gallium/docs/source/glossary.rst | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/src/gallium/docs/source/glossary.rst b/src/gallium/docs/source/glossary.rst index acde56eafc..c749d0c955 100644 --- a/src/gallium/docs/source/glossary.rst +++ b/src/gallium/docs/source/glossary.rst @@ -22,6 +22,14 @@ Glossary 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. |
