8 Multi-Sampled Anti-Aliasing. A basic anti-aliasing technique that takes
9 multiple samples of the depth buffer, and uses this information to
10 smooth the edges of polygons.
13 Transform, Clipping, & Lighting. The three stages of preparation in a
14 rasterizing pipeline prior to the actual rasterization of vertices into
18 Non-power-of-two. Usually applied to textures which have at least one
19 dimension which is not a power of two.
22 Level of Detail. Also spelled "LoD." The value that determines when the
23 switches between mipmaps occur during texture sampling.
26 GL Shading Language. The official, common high-level shader language used