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. 36