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Glossary
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========
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.. glossary::
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:sorted:
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MSAA
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Multi-Sampled Anti-Aliasing. A basic anti-aliasing technique that takes
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multiple samples of the depth buffer, and uses this information to
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smooth the edges of polygons.
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TCL
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Transform, Clipping, & Lighting. The three stages of preparation in a
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rasterizing pipeline prior to the actual rasterization of vertices into
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fragments.
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NPOT
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Non-power-of-two. Usually applied to textures which have at least one
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dimension which is not a power of two.
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LOD
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Level of Detail. Also spelled "LoD". The value that determines when the
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switches between mipmaps occur during texture sampling.
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layer
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This term is used as the name of the "3rd coordinate" of a resource.
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3D textures have zslices, cube maps have faces, 1D and 2D array textures
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have array members (other resources do not have multiple layers).
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Since the functions only take one parameter no matter what type of
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resource is used, use the term "layer" instead of a resource type
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specific one.
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GLSL
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GL Shading Language. The official, common high-level shader language used
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in GL 2.0 and above.
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