1848b8605SmrgGlossary
2848b8605Smrg========
3848b8605Smrg
4848b8605Smrg.. glossary::
5848b8605Smrg   :sorted:
6848b8605Smrg
7848b8605Smrg   MSAA
8848b8605Smrg      Multi-Sampled Anti-Aliasing. A basic anti-aliasing technique that takes
9848b8605Smrg      multiple samples of the depth buffer, and uses this information to
10848b8605Smrg      smooth the edges of polygons.
11848b8605Smrg
12848b8605Smrg   TCL
13848b8605Smrg      Transform, Clipping, & Lighting. The three stages of preparation in a
14848b8605Smrg      rasterizing pipeline prior to the actual rasterization of vertices into
15848b8605Smrg      fragments.
16848b8605Smrg
17848b8605Smrg   NPOT
18848b8605Smrg      Non-power-of-two. Usually applied to textures which have at least one
19848b8605Smrg      dimension which is not a power of two.
20848b8605Smrg
21848b8605Smrg   LOD
22848b8605Smrg      Level of Detail. Also spelled "LoD." The value that determines when the
23848b8605Smrg      switches between mipmaps occur during texture sampling.
24848b8605Smrg
25848b8605Smrg   layer
26848b8605Smrg      This term is used as the name of the "3rd coordinate" of a resource.
27848b8605Smrg      3D textures have zslices, cube maps have faces, 1D and 2D array textures
28848b8605Smrg      have array members (other resources do not have multiple layers).
29848b8605Smrg      Since the functions only take one parameter no matter what type of
30848b8605Smrg      resource is used, use the term "layer" instead of a resource type
31848b8605Smrg      specific one.
32848b8605Smrg
33848b8605Smrg   GLSL
34848b8605Smrg      GL Shading Language. The official, common high-level shader language used
35848b8605Smrg      in GL 2.0 and above.
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