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+Glossary
+========
+
+.. glossary::
+ :sorted:
+
+ MSAA
+ Multi-Sampled Anti-Aliasing. A basic anti-aliasing technique that takes
+ multiple samples of the depth buffer, and uses this information to
+ smooth the edges of polygons.
+
+ TCL
+ Transform, Clipping, & Lighting. The three stages of preparation in a
+ rasterizing pipeline prior to the actual rasterization of vertices into
+ fragments.
+
+ NPOT
+ Non-power-of-two. Usually applied to textures which have at least one
+ dimension which is not a power of two.
+
+ LOD
+ Level of Detail. Also spelled "LoD." The value that determines when the
+ switches between mipmaps occur during texture sampling.
+
+ layer
+ This term is used as the name of the "3rd coordinate" of a resource.
+ 3D textures have zslices, cube maps have faces, 1D and 2D array textures
+ have array members (other resources do not have multiple layers).
+ Since the functions only take one parameter no matter what type of
+ resource is used, use the term "layer" instead of a resource type
+ specific one.
+
+ GLSL
+ GL Shading Language. The official, common high-level shader language used
+ in GL 2.0 and above.