GameRenderingTerminology


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= Game Rendering Terminology = It helps to understand the terms a graphics programmer uses, so you can talk the talk.


 * Draw call : definition here
 * Texture fetch : definition here
 * Fill rate : definition here
 * Transform cost : definition here
 * Frame rate : definition here
 * Frame buffer : definition here
 * VRAM, video memory : definition here
 * GPU : The Graphics Processing Unit is a parallel processor for floating point operations; it's the heart & soul of your graphics card. It's mostly used for rendering calculations, but it can also be tricked into doing physics, particle systems, vertex skinning, real-time texture compression, etc. It frees the CPU (Central Processing Unit) to handle the rest of the processing tasks in the game like transforms, AI, sound, etc.
 * Vertex Cache : definition here
 * Vertex Shader : definition here
 * Pixel Shader : definition here
 * Culling : If the view camera (the viewer's eye) can't see it, don't bother processing it and only worry about what the view camera can see.
 * : Trivial Accept/Reject Culling, Back-Face Culling, Occlusion Culling, Clipping.
 * Z-buffer, Depth Buffer : definition here

Threads to distill:
 * FAQ: Game art optimisation (do polygon counts really matter?)
 * How many textures per model is too many?
 * Polygon Count
 * DevMaster wiki Graphics topics

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 * Main Page > >  > Game Rendering Terminology