Glossary: Difference between revisions
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(Better description of drawing function.) |
(Added more terminology) |
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; [[ARB]] | ; [[ARB]] | ||
: OpenGL Architecture Review Board. | : OpenGL Architecture Review Board. | ||
; [[Buffer Object]] | |||
: An object that represents a linear array of memory, which is stored in the GPU. There are numerous ways to have the GPU access data in a buffer object. | |||
; <span id="Drawing command">Drawing Command</span> | ; <span id="Drawing command">Drawing Command</span> | ||
: Any OpenGL function of the form {{code|gl*Draw*}}. These are a subset of [[#Rendering command|rendering commands]]. These functions [[Vertex Rendering|send vertices through OpenGL to be rendered.]] | : Any OpenGL function of the form {{code|gl*Draw*}}. These are a subset of [[#Rendering command|rendering commands]]. These functions [[Vertex Rendering|send vertices through OpenGL to be rendered.]] | ||
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: '''GL''' '''U'''tility '''T'''oolkit. A library for creating OpenGL contexts and windows, as well as other things. '''Outdated;''' use [[Tools/FreeGLUT|FreeGLUT]] or other [[Portal:Development_Tools#Window_Creation|window creation]] systems instead. | : '''GL''' '''U'''tility '''T'''oolkit. A library for creating OpenGL contexts and windows, as well as other things. '''Outdated;''' use [[Tools/FreeGLUT|FreeGLUT]] or other [[Portal:Development_Tools#Window_Creation|window creation]] systems instead. | ||
; GPU | ; GPU | ||
: Graphics Processing Unit, a piece of hardware for graphics. | : Graphics Processing Unit, a piece of hardware for graphics. | ||
; [[Interface Block (GLSL)|Interface Block]] | |||
: A group of global definitions in a shader that represent a discrete, named interface, either between shader stages or between a shader and a buffer object. | |||
; Level, [[Texture#Mip_maps|Mipmap]] | |||
: One of the mipmaps within a [[Texture]]. | |||
; Layer, [[Array Texture|Array]] | |||
: One index within the array of images stored in an array texture. | |||
; [[OpenGL]] | ; [[OpenGL]] | ||
: A cross-platform graphics system with an openly available specification. | : A cross-platform graphics system with an openly available specification. | ||
; [[OpenGL Context]] | |||
: The object that represents an instance of OpenGL. Contains all of the global state for OpenGL. Multiple contexts can be created and used. | |||
; OpenGL ES | ; OpenGL ES | ||
: OpenGL for Embedded Systems. An OpenGL based specification for systems such as mobile phones. | : OpenGL for Embedded Systems. An OpenGL based specification for systems such as mobile phones. | ||
; [[OpenGL Shading Langauge]] | |||
: The language for writing [[Shader]]s in OpenGL. | |||
; <span id="Rendering command">Rendering command</span> | ; <span id="Rendering command">Rendering command</span> | ||
: OpenGL rendering commands are any [[Vertex Rendering|Drawing command]], [[Framebuffer#Blitting|Framebuffer blitting]] operations, [[Framebuffer#Buffer clearing|Framebuffer clearing]] operations, and [[Compute Shader#Dispatch|Compute dispatch]] operations. | : OpenGL rendering commands are any [[Vertex Rendering|Drawing command]], [[Framebuffer#Blitting|Framebuffer blitting]] operations, [[Framebuffer#Buffer clearing|Framebuffer clearing]] operations, and [[Compute Shader#Dispatch|Compute dispatch]] operations. | ||
; [[Shader]] | |||
: A program, written in the OpenGL Shader Language, intended to run within OpenGL. | |||
; [[Texture]] | |||
: An OpenGL object that contains one or more images, all of which are stored in the same [[Image Format]]. | |||
; Vendor | ; Vendor | ||
: The developer of an OpenGL implementation. | : The developer of an OpenGL implementation. |
Revision as of 05:06, 14 January 2015
This article is a stub. You can help the OpenGL Wiki by expanding it. |
This page lists words that are frequently encountered in the context of OpenGL use, in alphabetical order.
- ARB
- OpenGL Architecture Review Board.
- Buffer Object
- An object that represents a linear array of memory, which is stored in the GPU. There are numerous ways to have the GPU access data in a buffer object.
- Drawing Command
- Any OpenGL function of the form gl*Draw*. These are a subset of rendering commands. These functions send vertices through OpenGL to be rendered.
- Context, OpenGL
- A collection of state, memory and resources. Required to do any OpenGL operation.
- GL
- Shorthand for OpenGL.
- GLU
- GL Utility, an OpenGL helper library. Outdated; use other tools instead.
- GLUT
- GL Utility Toolkit. A library for creating OpenGL contexts and windows, as well as other things. Outdated; use FreeGLUT or other window creation systems instead.
- GPU
- Graphics Processing Unit, a piece of hardware for graphics.
- Interface Block
- A group of global definitions in a shader that represent a discrete, named interface, either between shader stages or between a shader and a buffer object.
- Level, Mipmap
- One of the mipmaps within a Texture.
- Layer, Array
- One index within the array of images stored in an array texture.
- OpenGL
- A cross-platform graphics system with an openly available specification.
- OpenGL Context
- The object that represents an instance of OpenGL. Contains all of the global state for OpenGL. Multiple contexts can be created and used.
- OpenGL ES
- OpenGL for Embedded Systems. An OpenGL based specification for systems such as mobile phones.
- OpenGL Shading Langauge
- The language for writing Shaders in OpenGL.
- Rendering command
- OpenGL rendering commands are any Drawing command, Framebuffer blitting operations, Framebuffer clearing operations, and Compute dispatch operations.
- Shader
- A program, written in the OpenGL Shader Language, intended to run within OpenGL.
- Texture
- An OpenGL object that contains one or more images, all of which are stored in the same Image Format.
- Vendor
- The developer of an OpenGL implementation.