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		<id>http://wiki.polycount.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BrandonPhoenix</id>
		<title>polycount - User contributions [en]</title>
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		<updated>2026-04-15T02:56:29Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.polycount.com/wiki/Animatic</id>
		<title>Animatic</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Animatic"/>
				<updated>2010-08-18T18:45:24Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: seemed in order, removed warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Animatic =&lt;br /&gt;
&lt;br /&gt;
An animated [[Storyboard|storyboard]]. This is used to refine timing, cameras, composition, etc., when a static storyboard just isn't enough. The animatic is kind of like a slide-show, with zooms and pans added to the storyboard panels to flesh out timing and composition. Where needed, low-resolution animated 3d scenes are used, intermixed with the remaining 2D storyboard panels. Sometimes called a &amp;quot;story reel.&amp;quot; Also called a &amp;quot;Leica reel,&amp;quot; (pronounced LIKE-uh) a term sometimes still used by gray-haired animators.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/AlphaChannel</id>
		<title>AlphaChannel</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/AlphaChannel"/>
				<updated>2010-08-18T18:38:32Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: cleaned up a little, it was pretty much good&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Alpha Channel =&lt;br /&gt;
&lt;br /&gt;
An optional channel in the texture file that usually defines the transparency of the texture’s [[Pixel|pixels]], but can also be used for other things like a [[HeightMap|height map]] or grey-scale [[Specular|specular map]]. The alpha can be anywhere from [[1Bit|1bit]] up to [[8Bits|8bits]], depending on the amount of detail you need. Generally, the lower the [[BitDepth|bit depth]] you use, the more [[Memory|memory]] you save, but the lower the image quality of the transparency.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Aliasing</id>
		<title>Aliasing</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Aliasing"/>
				<updated>2010-08-18T18:34:23Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: added an image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Aliasing =&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When edges look jagged instead of smooth, and moiré patterns develop in fine parallel lines. The problem is most prevalent in diagonal lines. Aliasing happens when the engine tries to display an image on a portion of the screen where the resolution is too low to display its details correctly. This is solved with [[Anti-Aliasing|anti-aliasing]], [[MIPMapping|MIP mapping]], or [[TextureFiltering|texture filtering]].&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Aliasing</id>
		<title>Aliasing</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Aliasing"/>
				<updated>2010-08-18T18:14:28Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: removed warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Aliasing =&lt;br /&gt;
&lt;br /&gt;
When edges look jagged instead of smooth, and moiré patterns develop in fine parallel lines. The problem is most prevalent in diagonal lines. Aliasing happens when the engine tries to display an image on a portion of the screen where the resolution is too low to display its details correctly. This is solved with [[Anti-Aliasing|anti-aliasing]], [[MIPMapping|MIP mapping]], or [[TextureFiltering|texture filtering]].&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/AdditiveTransparency</id>
		<title>AdditiveTransparency</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/AdditiveTransparency"/>
				<updated>2010-08-18T18:04:21Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: seems good. Warning removed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Additive Transparency =&lt;br /&gt;
&lt;br /&gt;
A way to calculate the color behind a transparent object, using the [[AdditiveColorModel|Additive Color Model]]. In general, wherever the object is more [[Opaque|opaque]], the brighter the background. If you use an alpha channel to change the transparency, the white areas get brighter, and the black areas have no effect on the background. This works well for flames, explosions, lens flares, etc., because it makes them look cleaner and hotter. If you use [[Material|material]] opacity, it makes the whole background behind the object the same brightness level: the more opaque the object, the brighter the background, and the lower the opacity, the less bright the background. This works well for things like water or prisms or holograms. See also [[AverageTransparency|average transparency]], [[SubtractiveTransparency|subtractive transparency]].&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/AdditiveBlending</id>
		<title>AdditiveBlending</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/AdditiveBlending"/>
				<updated>2010-08-18T16:51:14Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: didn't see much to change, got rid of warning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Additive Blending =&lt;br /&gt;
&lt;br /&gt;
A [[TextureBlending|texture blending]] method that uses the [[AdditiveColorModel|Additive Color Model]]. The [[Pixels|pixels]] of a [[BaseMap|base map]] and a [[LightMap|light map]] are blended together to make a brighter texture.&lt;br /&gt;
&lt;br /&gt;
See also [[AdditiveColorModel|additive color model]], [[AdditiveTransparency|additive transparency]], [[AverageBlending|average blending]], [[InvertBlending|invert blending]], [[SubtractiveBlending|subtractive blending]].&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/ASCII</id>
		<title>ASCII</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/ASCII"/>
				<updated>2010-08-18T16:40:45Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: edited for accuracy, added info on Unicode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= ASCII =&lt;br /&gt;
&lt;br /&gt;
The American Standard Code for Information Interchange (pronounced &amp;quot;ASS-key&amp;quot;) is a encoding type for text, based on the English alphabet. A more universal encoding type is Unicode which allows for display of many different characters.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/AL</id>
		<title>AL</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/AL"/>
				<updated>2010-08-18T16:19:49Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: removed out of date warning. Is this article still relevant today? Is AL still used, or a viable idea?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= AL =&lt;br /&gt;
&lt;br /&gt;
Artificial Life. In a nutshell, AL is the antithesis of AI. While AI seeks to simulate real-world behaviour by following a complex series of rules, AL starts with very simple rules for a system and enables complex behaviour to emerge from them. Galapagos from [http://www.anark.com/ Anark] is the first commercial game to use AL.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/AI</id>
		<title>AI</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/AI"/>
				<updated>2010-08-18T16:14:38Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: removed out of date warning, expanded and clarified content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= AI =&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence is a set of computer instructions or algorithms designed to simulate the actions of an intelligent being to the extent necessary to meet design requirements of the game. Unlike the AI computer science field, AI in games is much less dependent on accuracy and uses a variety of tricks and hacks to reduce [[Memory|memory]] and better serve the design of the game.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/2.5D</id>
		<title>2.5D</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/2.5D"/>
				<updated>2010-08-18T15:58:04Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: removed out of date warning, expanded and clarified content.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= 2.5D =&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Two and a half-D&amp;quot; is an optimization trick for [[RT3D]] that fakes the [[Viewer&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|viewer]] into thinking they are seeing true 3D graphics. A whole scene (or an object in a scene) is made of 2-dimensional graphics that are scaled and drawn in perspective to look like [[Polygon|polygonal]] graphics, but there are no polygons involved. This is done by projecting displacement information onto a single [[Face|plane]]. Accordingly, this technique is limited to 2 point perspective, not allowing any [[Pitch|Y-axis rotation]]. The groundbreaking game Doom is built entirely on this concept. [[Billboard|Billboards]] are 2.5D, but [[Voxels|voxels]] can be either 2.5D or 3D.&lt;br /&gt;
&lt;br /&gt;
Other effects classified as 2.5D can include [[parallax]] scrolling effects or orthographic 3/4 perspective (popularized by many real-time strategy and role-playing games).&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Convex</id>
		<title>Convex</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Convex"/>
				<updated>2010-08-16T22:05:42Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: had the wrong text body in here&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Convex =&lt;br /&gt;
&lt;br /&gt;
A certain kind of shape, without indentations, opposite of concave. If any two points can be connected by a line that goes outside the shape, the shape is not convex. The letter O is a convex shape. An uncut watermelon is a convex shape-- anytime you draw a straight line between two seeds, you're still inside the watermelon.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T21:57:15Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Zenith</id>
		<title>Zenith</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Zenith"/>
				<updated>2010-08-16T21:56:53Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: ported Nadir. That's it for pages from the old glossary!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Zenith =&lt;br /&gt;
&lt;br /&gt;
The point directly above you in space. The opposite of [[Nadir|nadir]].&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T21:55:28Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Z-Buffer</id>
		<title>Z-Buffer</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Z-Buffer"/>
				<updated>2010-08-16T21:55:00Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: created Z- buffer&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Z-Buffer =&lt;br /&gt;
&lt;br /&gt;
An algorithm used in 3-D graphics to determine which objects, or parts of objects, are visible and which are hidden behind other objects. With Z-buffering, the graphics processor stores the Z-axis value of each pixel in a special area of memory called the Z-buffer. Different objects can have the same x- and y-coordinate values, but with different z-coordinate values. The object with the lowest z-coordinate value is in front of the other objects, and therefore that's the one that's displayed. &lt;br /&gt;
&lt;br /&gt;
An alternate algorithm for hiding objects behind other objects is called Z-sorting. The Z-sorting algorithm simply displays all objects serially, starting with those objects furthest back (with the largest Z-axis values). The Z-sorting algorithm does not require a Z-buffer, but it is slow and does not render intersecting objects correctly.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T21:53:17Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Yaw</id>
		<title>Yaw</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Yaw"/>
				<updated>2010-08-16T21:53:02Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: created yaw&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Yaw =&lt;br /&gt;
&lt;br /&gt;
If you shake your head &amp;quot;no,&amp;quot; this is yaw in action. One of the three rotational axes commonly used to describe the rotation of an object. The term comes from aviation. Most [[RT3D]] [[Engine|engines]] count from 0 to 360 degrees, starting out pointed straight forward, turning clockwise and ending pointed straight forwards again. Straight forward is both 0 and 360 degrees. See also [[Pitch|pitch]], [[Roll|roll]], [[RotationalAxis|rotational axis]].&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Voxel</id>
		<title>Voxel</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Voxel"/>
				<updated>2010-08-16T21:49:17Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: added novalogic link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Voxel =&lt;br /&gt;
&lt;br /&gt;
Shorthand for volume [[Pixel|pixel]]. Voxels have traditionally been used to create 3D renderings of complex volumes, like meterological cloud formations or scanned human tissues.&lt;br /&gt;
&lt;br /&gt;
In these visualizations, the voxels are used similar to the way grains of sand are used to make a sand castle-- the volume is dense with thousands of tiny voxels, and each is in the shape of a little cube or tetrahedron. Each voxel is assigned an [[Opacity|opacity]] percentage, and often a color, which makes it easier to examine the underlying structure of the volume. This kind of voxel is usually called a &amp;quot;true&amp;quot; 3D voxel. These voxels require a lot of [[Memory|memory]] and computational time, so they are usually pre-rendered, or else display at a relatively slow [[FrameRate|frame rate]].&lt;br /&gt;
&lt;br /&gt;
In games, voxels have been optimized to run in real-time, most often by using [[Billboard|billboards]] instead of cubes, and by only displaying the voxels on the surfaces of objects. This optimization is called a [[2.5D]] voxel. Typically these voxels have no transparency, and are made large enough to always overlap one another, which usually gives a slightly rough look to the surface. [http://www.novalogic.com/ NovaLogic's] game Comanche Maximum Overkill was the first to use this technique, creating landscapes that were remarkably detailed at the time. In their latest incarnation of the franchise, they've been able to greatly increase the number of voxels, thereby reducing the jaggedness of the landscape surface.&lt;br /&gt;
&lt;br /&gt;
Using voxels, whether 2.5D or 3D, an object can be displayed with great amount of detail, independent of the complexity of the object, dependent instead on the number of voxels used to represent it.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T21:48:15Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Wavelet</id>
		<title>Wavelet</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Wavelet"/>
				<updated>2010-08-16T21:48:01Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: added wavelet&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Wavelet =&lt;br /&gt;
&lt;br /&gt;
A mathematical formula often used for image and video compression. [http://www.radgametools.com/ Bink] uses wavelets, along with other compression techniques, as an update to its popular Smacker video codec.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T21:43:32Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Voxel</id>
		<title>Voxel</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Voxel"/>
				<updated>2010-08-16T21:43:17Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: ported voxel page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Voxel =&lt;br /&gt;
&lt;br /&gt;
Shorthand for volume [[Pixel|pixel]]. Voxels have traditionally been used to create 3D renderings of complex volumes, like meterological cloud formations or scanned human tissues.&lt;br /&gt;
&lt;br /&gt;
In these visualizations, the voxels are used similar to the way grains of sand are used to make a sand castle-- the volume is dense with thousands of tiny voxels, and each is in the shape of a little cube or tetrahedron. Each voxel is assigned an [[Opacity|opacity]] percentage, and often a color, which makes it easier to examine the underlying structure of the volume. This kind of voxel is usually called a &amp;quot;true&amp;quot; 3D voxel. These voxels require a lot of [[Memory|memory]] and computational time, so they are usually pre-rendered, or else display at a relatively slow [[FrameRate|frame rate]].&lt;br /&gt;
&lt;br /&gt;
In games, voxels have been optimized to run in real-time, most often by using [[Billboard|billboards]] instead of cubes, and by only displaying the voxels on the surfaces of objects. This optimization is called a [[2.5D]] voxel. Typically these voxels have no transparency, and are made large enough to always overlap one another, which usually gives a slightly rough look to the surface. [[NovaLogic]]'s game Comanche Maximum Overkill was the first to use this technique, creating landscapes that were remarkably detailed at the time. In their latest incarnation of the franchise, they've been able to greatly increase the number of voxels, thereby reducing the jaggedness of the landscape surface.&lt;br /&gt;
&lt;br /&gt;
Using voxels, whether 2.5D or 3D, an object can be displayed with great amount of detail, independent of the complexity of the object, dependent instead on the number of voxels used to represent it.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T21:40:09Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Viewer</id>
		<title>Viewer</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Viewer"/>
				<updated>2010-08-16T21:39:37Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: created viewer page. Combined both definitions. Add marmoset as an example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Viewer =&lt;br /&gt;
&lt;br /&gt;
You, the user of the [[RT3D]] application, looking at the 3D scene through your computer screen. The viewer looks into the RT3D world from a vantage point, which acts something like a camera, to frame your view. Most of the engine's calculations are tailored to make the world look great from that particular view. See also [[Frustrum|frustum]].&lt;br /&gt;
&lt;br /&gt;
Viewer may also refer to a version of the RT3D engine that is used to preview artwork while it is being created.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T21:37:25Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[Viewer]] (both definitions on same page)&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Vertex</id>
		<title>Vertex</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Vertex"/>
				<updated>2010-08-16T21:37:11Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: added vertex&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Vertex =&lt;br /&gt;
&lt;br /&gt;
A point in 3D space that doesn't really do anything unless it is connected to a [[Polygon|polygon]] or a line. For more than one vertex, you call 'em vertices.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T21:35:52Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[Vertex]]&lt;br /&gt;
* [[Viewer]] (both definitions on same page)&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/UVCoordinates</id>
		<title>UVCoordinates</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/UVCoordinates"/>
				<updated>2010-08-16T21:33:44Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: added redirect to category texture coordinates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= UV Coordinates =&lt;br /&gt;
&lt;br /&gt;
See [[CatergoryTextureCoordinates|texture coordinates]].&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T21:31:40Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[UVCoordinates]] (redirect to [[Category:TextureCoordinates]])&lt;br /&gt;
* [[Vertex]]&lt;br /&gt;
* [[Viewer]] (both definitions on same page)&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/TrilinearFiltering</id>
		<title>TrilinearFiltering</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/TrilinearFiltering"/>
				<updated>2010-08-16T21:30:06Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: added trilinear filtering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Trilinear Filtering =&lt;br /&gt;
&lt;br /&gt;
A method of [[MipMap|MIP mapping]]. Since the [[Texel|texels]] are almost always larger or smaller than the screen [[Pixel|pixels]], it finds two MIP-maps whose texels are closest in size to the screen pixels: one with larger texels, and the other with smaller texels. For each of the two MIP-maps, it then [[Interpolation|interpolates]] the four texels that are the nearest to each screen pixel. In the final step it averages between the two MIP results to render the final screen pixel. &lt;br /&gt;
&lt;br /&gt;
Trilinear mip-mapping requires more than twice the computational cost of [[BilinearFiltering|bilinear filtering]], but the textures are filtered very nicely, with a clean result.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T21:16:34Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[TrilinearFiltering]]&lt;br /&gt;
* [[UVCoordinates]] (redirect to [[Category:TextureCoordinates]])&lt;br /&gt;
* [[Vertex]]&lt;br /&gt;
* [[Viewer]] (both definitions on same page)&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Triangle</id>
		<title>Triangle</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Triangle"/>
				<updated>2010-08-16T21:16:21Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: created triangle&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Triangle =&lt;br /&gt;
&lt;br /&gt;
A triangular [[Polygon|polygon]]. Often shortened to tri or tris.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T21:13:54Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[Triangle]]&lt;br /&gt;
* [[TrilinearFiltering]]&lt;br /&gt;
* [[UVCoordinates]] (redirect to [[Category:TextureCoordinates]])&lt;br /&gt;
* [[Vertex]]&lt;br /&gt;
* [[Viewer]] (both definitions on same page)&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Transforms</id>
		<title>Transforms</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Transforms"/>
				<updated>2010-08-16T21:13:08Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: created transforms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Transforms =&lt;br /&gt;
&lt;br /&gt;
What the [[Engine|engine]] does to objects and [[Vertex|vertices]] in order to place them in the [[RT3D]] scene. transforms are position, rotation, and scale.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T20:04:14Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[Transforms]]&lt;br /&gt;
* [[Triangle]]&lt;br /&gt;
* [[TrilinearFiltering]]&lt;br /&gt;
* [[UVCoordinates]] (redirect to [[Category:TextureCoordinates]])&lt;br /&gt;
* [[Vertex]]&lt;br /&gt;
* [[Viewer]] (both definitions on same page)&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Tiling</id>
		<title>Tiling</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Tiling"/>
				<updated>2010-08-16T20:04:00Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: created Tiling, obviously needs more detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Tiling =&lt;br /&gt;
&lt;br /&gt;
The method of repeating a [[Texture|texture]] more than once across a [[Polygon|polygon]]. A tiled texture looks best if its edges seamlessly match up with each other, top to bottom and side to side. Tiling is a common method of using the smallest texture possible to cover a large area, like a small texture of a couple bricks tiling across a large polygon, creating a big brick wall.&lt;br /&gt;
&lt;br /&gt;
Need to cover in more detail: repeat edge pixels, decal, texture filtering with non-tiling textures.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T20:01:56Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[Tiling]]&lt;br /&gt;
* [[Transforms]]&lt;br /&gt;
* [[Triangle]]&lt;br /&gt;
* [[TrilinearFiltering]]&lt;br /&gt;
* [[UVCoordinates]] (redirect to [[Category:TextureCoordinates]])&lt;br /&gt;
* [[Vertex]]&lt;br /&gt;
* [[Viewer]] (both definitions on same page)&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Texture_filtering</id>
		<title>Texture filtering</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Texture_filtering"/>
				<updated>2010-08-16T20:01:43Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: created Texture filtering&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Texture Filtering =&lt;br /&gt;
&lt;br /&gt;
This term is used whenever a texture is altered by the [[Engine|engine]]: to eliminate jagged edges and shimmering [[Pixel|pixels]] whenever [[Texel|texels]] are larger or smaller than screen pixels (see [[Aliasing|aliasing]]), or to perform [[textureBlending|texture blending]] to blend two textures together.&lt;br /&gt;
&lt;br /&gt;
See also [[AnisotropicFiltering|anisotropic filtering]], [[MipMap|MIP mapping]].&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T19:57:33Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[TextureFiltering]]&lt;br /&gt;
* [[Tiling]]&lt;br /&gt;
* [[Transforms]]&lt;br /&gt;
* [[Triangle]]&lt;br /&gt;
* [[TrilinearFiltering]]&lt;br /&gt;
* [[UVCoordinates]] (redirect to [[Category:TextureCoordinates]])&lt;br /&gt;
* [[Vertex]]&lt;br /&gt;
* [[Viewer]] (both definitions on same page)&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Texture_Compression</id>
		<title>Texture Compression</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Texture_Compression"/>
				<updated>2010-08-16T19:57:17Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: created texture compression page. No mention of DDS?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Texture Compression =&lt;br /&gt;
&lt;br /&gt;
The technique used by new and upcoming 3d accelerator cards to use larger [[Texture|textures]] in the same amount of texture [[Memory|memory]] and graphics bus bandwidth. With texture compression, you can often use textures as big as 2048x2048 in your real-time scenes. Two examples of texture compression methods are S3TC and VQTC.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T19:55:24Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[TextureCompression]]&lt;br /&gt;
* [[TextureFiltering]]&lt;br /&gt;
* [[Tiling]]&lt;br /&gt;
* [[Transforms]]&lt;br /&gt;
* [[Triangle]]&lt;br /&gt;
* [[TrilinearFiltering]]&lt;br /&gt;
* [[UVCoordinates]] (redirect to [[Category:TextureCoordinates]])&lt;br /&gt;
* [[Vertex]]&lt;br /&gt;
* [[Viewer]] (both definitions on same page)&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T19:54:18Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[TextureBlending]]&lt;br /&gt;
* [[TextureCompression]]&lt;br /&gt;
* [[TextureFiltering]]&lt;br /&gt;
* [[Tiling]]&lt;br /&gt;
* [[Transforms]]&lt;br /&gt;
* [[Triangle]]&lt;br /&gt;
* [[TrilinearFiltering]]&lt;br /&gt;
* [[UVCoordinates]] (redirect to [[Category:TextureCoordinates]])&lt;br /&gt;
* [[Vertex]]&lt;br /&gt;
* [[Viewer]] (both definitions on same page)&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T19:51:55Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[Texture]] (redirect to [[Category:TextureTypes]])&lt;br /&gt;
* [[TextureBlending]]&lt;br /&gt;
* [[TextureCompression]]&lt;br /&gt;
* [[TextureFiltering]]&lt;br /&gt;
* [[Tiling]]&lt;br /&gt;
* [[Transforms]]&lt;br /&gt;
* [[Triangle]]&lt;br /&gt;
* [[TrilinearFiltering]]&lt;br /&gt;
* [[UVCoordinates]] (redirect to [[Category:TextureCoordinates]])&lt;br /&gt;
* [[Vertex]]&lt;br /&gt;
* [[Viewer]] (both definitions on same page)&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Texel</id>
		<title>Texel</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Texel"/>
				<updated>2010-08-16T19:51:36Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: created Texel entry&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Texel =&lt;br /&gt;
&lt;br /&gt;
Each [[Pixel|pixel]] of a [[Texture|texture]] during the time the texture is being processed by the [[RT3D]] [[Engine|engine]]. After the engine performs calculations to project the texture onto [[Polygon|polygons]], the texture pixels are transformed into texels. Then the engine [[Render|renders]] the scene, and at that point it transforms those texels into screen pixels.&lt;br /&gt;
&lt;br /&gt;
The distiction between texels and pixels is important in defining how the engine transforms textures. First they're texture pixels, then they're texels, then they're finally screen pixels.&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T19:48:52Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[Texel]]&lt;br /&gt;
* [[Texture]] (redirect to [[Category:TextureTypes]])&lt;br /&gt;
* [[TextureBlending]]&lt;br /&gt;
* [[TextureCompression]]&lt;br /&gt;
* [[TextureFiltering]]&lt;br /&gt;
* [[Tiling]]&lt;br /&gt;
* [[Transforms]]&lt;br /&gt;
* [[Triangle]]&lt;br /&gt;
* [[TrilinearFiltering]]&lt;br /&gt;
* [[UVCoordinates]] (redirect to [[Category:TextureCoordinates]])&lt;br /&gt;
* [[Vertex]]&lt;br /&gt;
* [[Viewer]] (both definitions on same page)&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Subtractive_Color_Model</id>
		<title>Subtractive Color Model</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Subtractive_Color_Model"/>
				<updated>2010-08-16T19:48:19Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: created subtractive color model (which redirects to color model)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Subtractive Color Model =&lt;br /&gt;
&lt;br /&gt;
See [[ColorModels|color models]].&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T19:46:07Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[SubtractiveColorModel]]&lt;br /&gt;
* [[Texel]]&lt;br /&gt;
* [[Texture]] (redirect to [[Category:TextureTypes]])&lt;br /&gt;
* [[TextureBlending]]&lt;br /&gt;
* [[TextureCompression]]&lt;br /&gt;
* [[TextureFiltering]]&lt;br /&gt;
* [[Tiling]]&lt;br /&gt;
* [[Transforms]]&lt;br /&gt;
* [[Triangle]]&lt;br /&gt;
* [[TrilinearFiltering]]&lt;br /&gt;
* [[UVCoordinates]] (redirect to [[Category:TextureCoordinates]])&lt;br /&gt;
* [[Vertex]]&lt;br /&gt;
* [[Viewer]] (both definitions on same page)&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T19:44:48Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[ColorModel]]&lt;br /&gt;
* [[Texel]]&lt;br /&gt;
* [[Texture]] (redirect to [[Category:TextureTypes]])&lt;br /&gt;
* [[TextureBlending]]&lt;br /&gt;
* [[TextureCompression]]&lt;br /&gt;
* [[TextureFiltering]]&lt;br /&gt;
* [[Tiling]]&lt;br /&gt;
* [[Transforms]]&lt;br /&gt;
* [[Triangle]]&lt;br /&gt;
* [[TrilinearFiltering]]&lt;br /&gt;
* [[UVCoordinates]] (redirect to [[Category:TextureCoordinates]])&lt;br /&gt;
* [[Vertex]]&lt;br /&gt;
* [[Viewer]] (both definitions on same page)&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/BlendSubtract</id>
		<title>BlendSubtract</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/BlendSubtract"/>
				<updated>2010-08-16T19:44:25Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: created subtractive blending&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{{:[[OutOfDate]]}}&lt;br /&gt;
&lt;br /&gt;
= Subtractive Blending&lt;br /&gt;
&lt;br /&gt;
When using [[TextureBlending|texture blending]], subtractive is when the colors of the [[DarkMap|dark map]] are subtracted from the colors of the [[BaseMap|base map]] to make a new darker texture. See also [[AdditiveBlending|additive blending]], [[AverageBlending|average blending]], [[BlendInvert|invert blending]].&lt;br /&gt;
----&lt;br /&gt;
[[Category:Glossary]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/Category:Glossary</id>
		<title>Category:Glossary</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/Category:Glossary"/>
				<updated>2010-08-16T19:35:55Z</updated>
		
		<summary type="html">&lt;p&gt;BrandonPhoenix: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
= Category Glossary =&lt;br /&gt;
A glossary of game terms, derived from the [http://www.ericchadwick.com/portfolio/glossary/ old Polycount glossary].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Pages to port over:&lt;br /&gt;
* [[BlendSubtract]]&lt;br /&gt;
* [[ColorModel]]&lt;br /&gt;
* [[Texel]]&lt;br /&gt;
* [[Texture]] (redirect to [[Category:TextureTypes]])&lt;br /&gt;
* [[TextureBlending]]&lt;br /&gt;
* [[TextureCompression]]&lt;br /&gt;
* [[TextureFiltering]]&lt;br /&gt;
* [[Tiling]]&lt;br /&gt;
* [[Transforms]]&lt;br /&gt;
* [[Triangle]]&lt;br /&gt;
* [[TrilinearFiltering]]&lt;br /&gt;
* [[UVCoordinates]] (redirect to [[Category:TextureCoordinates]])&lt;br /&gt;
* [[Vertex]]&lt;br /&gt;
* [[Viewer]] (both definitions on same page)&lt;br /&gt;
* [[Voxel]]&lt;br /&gt;
* [[Wavelet]]&lt;br /&gt;
* [[Yaw]]&lt;br /&gt;
* [[Z-Buffer]]&lt;br /&gt;
* [[Zenith]]&lt;/div&gt;</summary>
		<author><name>BrandonPhoenix</name></author>	</entry>

	</feed>