Table of Contents Glide Programming Guide



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GLIDEPGM
minification If a texture-mapped screen pixel is larger than a texel, minification techniques are used. See mipmap and magnification.
mipmap A pyramidal organization of gradually smaller, filtered sub-textures or an individual texture map within the set, that is used for anti-aliased texture mapping.
PCI system bus The bus in a PC that connects the host CPU and the peripheral devices, including the SST-1 board.
pixel Picture element.
point sampling In the context of SST-1 texture mapping, choosing the texel nearest the pixel center.
rendering The process of converting triangles into bits in the frame buffer, applying texture mapping, alpha blending, depth buffering, etc. Rendering is what SST-1 does.
RGBA Red, green, blue, and alpha.
single buffering Rendering into the color buffer as it is being displayed.
specular light One of the components of a lighting model. Specular light comes from a specific direction and bounces off surfaces in a preferred direction as well. It models the shininess of a surface. See ambient, diffuse, and emitted light.
subpixel correction Adjusting the vertex parameter values (x, y, z, w, s, t, red, green, blue, and alpha) to lie at the center of the pixel rather than somewhere else. The result is very accurate rendering.
texel Texture element.
texture A one- or two-dimensional image that is used to modify the color of a triangle and add realism to the scene. You might map a brick texture onto a set of triangles that represents a wall, for example.
texture coordinates (s, t). Texture coordinates can be specified over any range of values. However, the SST-1 hardware expects texture coordinates in the range [–216..216–1] where [0..256] represents one replication of a texture map.

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