Table of Contents Glide Programming Guide



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GLIDEPGM
EDO DRAM Extended-data-out dynamic random access memory.
emitted light 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 specular light.
FBI Frame buffer interface.
FIFO First in, first out. A list data structure in which new entries are added at the end of the list.
flat shading Coloring a triangle with a single, constant color. See Gouraud shading.
fog A 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.
frame buffer 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.
Gouraud shading 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 flat shading.
homogeneous coordinates (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 w coordinate, assuming that the z value is positively increasing into the screen.
LOD Level of detail. See mipmap.
magnification If a texture-mapped screen pixel is smaller than a texel, magnification techniques are used. See mipmap and minification.

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