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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.
GLSL
GL Shading Language. The official, common high-level shader language used
in GL 2.0 and above.
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