| 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. |