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10 Cards in this Set
- Front
- Back
Rasterization |
The process of computing the pixels of a final image based on the 3D data describing the scene in which the image is composed of |
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Graphic Pipeline |
The software/hardware process of going from geometry(vertices, triangular meshes) with a textures to a fully rasterization picture on your screen |
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Vertex shader |
Computes output values for vertices for the rasterization. Ex: texture coordinates, the value of the vertex in screen space |
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Fragment shader |
Takes input from vertex shader. Is called for every pixel drawn. Output color/depth values for each pixel. Does texture mapping(mapping of images to geometry) and lighting |
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Glsl |
Graphics language shading language - language that shades are written in |
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Framebuffer |
The actual buffer in your graphics card where final rasterization image gets drawn |
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Per fragment ops |
Specific operations on a per fragment basic. Things like discarding pixels that cannot be seen because of depth/occlusion or transparency |
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Vertex object BUFFER(Vbo) |
The position and size of the particle in a storage array |
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Shader |
Draw the entire buffer with one call |
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Sprite system |
-Contain dynamic array -Sprites can be added or remove -Draw() -Update() -manage lifespan |