EDODRAM Extended-data-out dynamic random access memory.
emittedlight One of the components of a lighting model. Emitted light comes from an object and is unaffected by other light sources. Lamps, headlights, and candles are examples. See ambient, diffuse, and specularlight.
FBI Frame buffer interface.
FIFOFirst in, first out. A list data structure in which new entries are added at the end of the list.
flatshadingColoring a triangle with a single, constant color. See Gouraudshading.
fogA rendering technique that simulates atmospheric effects such as haze, fog, and smog by fading object colors to a background color based on distance from the viewer.
framebuffer The memory used to hold pixels. In an SST system, the frame buffer is accessed by the FBI chip and can be used for up to three color buffers. In single or double buffer mode, the auxiliary buffer can optionally be used as an alpha buffer or a depth buffer.
Gouraudshading Colors are assigned to the vertices of a triangle and linearly interpolated across the triangle to produce a smooth variation in color. Also called smooth shading. See flatshading.
homogeneouscoordinates (x, y, z, w). The w coordinate is a scaled positive depth value used during perspective projection, perspective texture mapping, and depth buffering. Some graphics systems do not use homogeneous coordinates; in these instances the z depth value can be used in lieu of the wcoordinate, assuming that the z value is positively increasing into the screen.
LODLevel of detail. See mipmap.
magnificationIf a texture-mapped screen pixel is smaller than a texel, magnification techniques are used. See mipmap and minification.