ELSA Erazor II User Manual

Page 40

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Glossary

ELSA ERAZOR II and ELSA VICTORY Erazor LT

34

are calculated by interpolating the normal vec-
tor.

࡯

Single buffer – By contrast with double buff-
ering, where the image buffer is duplicated, the
single buffering mode is not able to access the
next image, which has already been calculated.
This means that animations will run jerkily.

࡯

Tearing – A distinction is made in double
buffering between the front buffer and the back
buffer. The image change between the front
buffer and the back buffer is synchronized in
tearing.

࡯

Tesselation – The objects for 3D calculations
are divided up into polygons (triangles) in tes-
selation. The vertices, color and, if required,
transparency values, are determined for the tri-
angles.

࡯

Textures – Wrapping a bitmap around an
object, including perspective correction, for

example wallpaper on a wall or a wood texture
on furniture. Even a video can be used as a tex-
ture map.

࡯

TrueColor – Graphics mode with 16.7 million
colors (24 or 32 bits per pixel). In this mode, the
color information saved in the display memory
is not translated by a look-up table, but passed
directly to the D/A converter. This means that
the full color information must be saved for
each pixel.

࡯

VESA – Abbreviation of Video Electronics
Standards Association. A consortium for the
standardization of computer graphics.

࡯

VRAM – Abbreviation for video RAM. Mem-
ory chip for fast graphics boards.

࡯

Z buffer – 3D depth information (position in
the third dimension) for each pixel.

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