Glossary

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B

bucketWhen TG renders it divides the image up into buckets or tiles. Each bucket is rendered separately, allowing multiple buckets to be rendered at once. It also allows memory to be used more efficiently.
When TG renders it divides the image up into buckets or tiles. Each bucketWhen TG renders it divides the image up into buckets or tiles. Each bucket is rendered separately, allowing multiple buckets to be rendered at once. It also allows memory to be used more efficiently. is rendered separately, allowing multiple buckets to be rendered at once. It also allows memory to be used more efficiently.
bitmapIn computer graphics, a raster image, or bitmap, is a dot matrix data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Bit-mapped image formats in Terragen include raster heightfield terrains, image-based textures and masks, object textures, and rendered images saved to disk.
bitmap imageIn computer graphics, a raster image, or bitmap, is a dot matrix data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Bit-mapped image formats in Terragen include raster heightfield terrains, image-based textures and masks, object textures, and rendered images saved to disk.
In computer graphics, a raster imageIn computer graphics, a raster image, or bitmap, is a dot matrix data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Bit-mapped image formats in Terragen include raster heightfield terrains, image-based textures and masks, object textures, and rendered images saved to disk., or bitmapIn computer graphics, a raster image, or bitmap, is a dot matrix data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Bit-mapped image formats in Terragen include raster heightfield terrains, image-based textures and masks, object textures, and rendered images saved to disk., is a dot matrix data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Bit-mapped image formats in Terragen include raster heightfieldA heightmap or heightfield is an array of height values, usually in a grid which describe the height at specific points in a defined area. Heightfields are used to represent real-world and virtual terrain in a specific, easily converted format. Most heightfields can be represented as simple image data in grayscale, with black being minimum height and white being maximum height. terrains, image-based textures and masks, object textures, and rendered images saved to disk.
bounding boxThe bounding box is a box which surrounds (or bounds) an object or shader. This box shows the maximum extents of the item inside it. Sometimes abbreviated as "b-box".
The bounding boxThe bounding box is a box which surrounds (or bounds) an object or shader. This box shows the maximum extents of the item inside it. Sometimes abbreviated as "b-box". is a box which surrounds (or bounds) an object or shaderA shader is a program or set of instructions used in 3D computer graphics to determine the final surface properties of an object or image. This can include arbitrarily complex descriptions of light absorption and diffusion, texture mapping, reflection and refraction, shadowing, surface displacement and post-processing effects. In Terragen 2 shaders are used to construct and modify almost every element of a scene.. This box shows the maximum extents of the item inside it. Sometimes abbreviated as "b-box".

C

context clickContext clicking shows a contextual menu. On Windows this would normally be done with a right click. On OS X this could be a control-click or a right click.
Context clicking shows a contextual menu. On Windows this would normally be done with a right click. On OS X this could be a control-click or a right click.

D

DEMDEM stands for Digital Elevation Model (or Map). A DEM is similar to a heightfield. DEMs are normally generated from real world measurements of a planet's surface, for example Earth or Mars.
DEMDEM stands for Digital Elevation Model (or Map). A DEM is similar to a heightfield. DEMs are normally generated from real world measurements of a planet's surface, for example Earth or Mars. stands for Digital Elevation Model (or Map). A DEMDEM stands for Digital Elevation Model (or Map). A DEM is similar to a heightfield. DEMs are normally generated from real world measurements of a planet's surface, for example Earth or Mars. is similar to a heightfieldA heightmap or heightfield is an array of height values, usually in a grid which describe the height at specific points in a defined area. Heightfields are used to represent real-world and virtual terrain in a specific, easily converted format. Most heightfields can be represented as simple image data in grayscale, with black being minimum height and white being maximum height.. DEMs are normally generated from real world measurements of a planet's surface, for example Earth or Mars.
deprecatedDeprecated items are still supported and available to use but their use is not recommended. Such items will be removed at some point in the future. In most cases an alternative is recommended and that should be used instead.
Deprecated items are still supported and available to use but their use is not recommended. Such items will be removed at some point in the future. In most cases an alternative is recommended and that should be used instead.
displaceLiterally, to change the position of something. In graphics terminology to displace a surface is to modify its geometric (3D) structure using reference data of some kind. For example, a grayscale image might be taken as input, with black areas indicating no displacement of the surface, and white indicating maximum displacement. In Terragen 2 displacement is used to create all terrain by taking heightfield or procedural data as input and using it to displace the normally flat sphere of the planet.
displacementLiterally, to change the position of something. In graphics terminology to displace a surface is to modify its geometric (3D) structure using reference data of some kind. For example, a grayscale image might be taken as input, with black areas indicating no displacement of the surface, and white indicating maximum displacement. In Terragen 2 displacement is used to create all terrain by taking heightfield or procedural data as input and using it to displace the normally flat sphere of the planet.
Literally, to change the position of something. In graphics terminology to displaceLiterally, to change the position of something. In graphics terminology to displace a surface is to modify its geometric (3D) structure using reference data of some kind. For example, a grayscale image might be taken as input, with black areas indicating no displacement of the surface, and white indicating maximum displacement. In Terragen 2 displacement is used to create all terrain by taking heightfield or procedural data as input and using it to displace the normally flat sphere of the planet. a surface is to modify its geometric (3D) structure using reference data of some kind. For example, a grayscale image might be taken as input, with black areas indicating no displacementLiterally, to change the position of something. In graphics terminology to displace a surface is to modify its geometric (3D) structure using reference data of some kind. For example, a grayscale image might be taken as input, with black areas indicating no displacement of the surface, and white indicating maximum displacement. In Terragen 2 displacement is used to create all terrain by taking heightfield or procedural data as input and using it to displace the normally flat sphere of the planet. of the surface, and white indicating maximum displacementLiterally, to change the position of something. In graphics terminology to displace a surface is to modify its geometric (3D) structure using reference data of some kind. For example, a grayscale image might be taken as input, with black areas indicating no displacement of the surface, and white indicating maximum displacement. In Terragen 2 displacement is used to create all terrain by taking heightfield or procedural data as input and using it to displace the normally flat sphere of the planet.. In Terragen 2 displacementLiterally, to change the position of something. In graphics terminology to displace a surface is to modify its geometric (3D) structure using reference data of some kind. For example, a grayscale image might be taken as input, with black areas indicating no displacement of the surface, and white indicating maximum displacement. In Terragen 2 displacement is used to create all terrain by taking heightfield or procedural data as input and using it to displace the normally flat sphere of the planet. is used to create all terrain by taking heightfieldA heightmap or heightfield is an array of height values, usually in a grid which describe the height at specific points in a defined area. Heightfields are used to represent real-world and virtual terrain in a specific, easily converted format. Most heightfields can be represented as simple image data in grayscale, with black being minimum height and white being maximum height. or procedural data as input and using it to displaceLiterally, to change the position of something. In graphics terminology to displace a surface is to modify its geometric (3D) structure using reference data of some kind. For example, a grayscale image might be taken as input, with black areas indicating no displacement of the surface, and white indicating maximum displacement. In Terragen 2 displacement is used to create all terrain by taking heightfield or procedural data as input and using it to displace the normally flat sphere of the planet. the normally flat sphere of the planet.

G

GUIGraphical User Interface, a general term that refers to the interface of any program running in a modern graphical operating system and which does not operate exclusively from the commandline.
Graphical User Interface, a general term that refers to the interface of any program running in a modern graphical operating system and which does not operate exclusively from the commandline.

H

heightfieldA heightmap or heightfield is an array of height values, usually in a grid which describe the height at specific points in a defined area. Heightfields are used to represent real-world and virtual terrain in a specific, easily converted format. Most heightfields can be represented as simple image data in grayscale, with black being minimum height and white being maximum height.
heightmapA heightmap or heightfield is an array of height values, usually in a grid which describe the height at specific points in a defined area. Heightfields are used to represent real-world and virtual terrain in a specific, easily converted format. Most heightfields can be represented as simple image data in grayscale, with black being minimum height and white being maximum height.
A heightmapA heightmap or heightfield is an array of height values, usually in a grid which describe the height at specific points in a defined area. Heightfields are used to represent real-world and virtual terrain in a specific, easily converted format. Most heightfields can be represented as simple image data in grayscale, with black being minimum height and white being maximum height. or heightfieldA heightmap or heightfield is an array of height values, usually in a grid which describe the height at specific points in a defined area. Heightfields are used to represent real-world and virtual terrain in a specific, easily converted format. Most heightfields can be represented as simple image data in grayscale, with black being minimum height and white being maximum height. is an array of height values, usually in a grid which describe the height at specific points in a defined area. Heightfields are used to represent real-world and virtual terrain in a specific, easily converted format. Most heightfields can be represented as simple image data in grayscale, with black being minimum height and white being maximum height.

L

luminanceThis is essentially the brightness of the colour. TG2 converts RGB colours to greyscale by taking the luminance of the colour.
This is essentially the brightness of the colour. TG2 converts RGB colours to greyscale by taking the luminanceThis is essentially the brightness of the colour. TG2 converts RGB colours to greyscale by taking the luminance of the colour. of the colour.

N

nodeA single object or device in the node network which generates or modifies data and may accept input data or create output data or both, depending on its function. Nodes usually have their own settings which control the data they create or how they modify data passing through them. Nodes are connected together in a network to perform work in a network-based user interface. In Terragen 2 nodes are connected together to describe a scene.
A single object or device in the nodeA single object or device in the node network which generates or modifies data and may accept input data or create output data or both, depending on its function. Nodes usually have their own settings which control the data they create or how they modify data passing through them. Nodes are connected together in a network to perform work in a network-based user interface. In Terragen 2 nodes are connected together to describe a scene. network which generates or modifies data and may accept input data or create output data or both, depending on its function. Nodes usually have their own settings which control the data they create or how they modify data passing through them. Nodes are connected together in a network to perform work in a network-based user interface. In Terragen 2 nodes are connected together to describe a scene.

P

parameterA parameter is an individual setting in a node parameter view which controls some aspect of the node.
A parameterA parameter is an individual setting in a node parameter view which controls some aspect of the node. is an individual setting in a nodeA single object or device in the node network which generates or modifies data and may accept input data or create output data or both, depending on its function. Nodes usually have their own settings which control the data they create or how they modify data passing through them. Nodes are connected together in a network to perform work in a network-based user interface. In Terragen 2 nodes are connected together to describe a scene. parameterA parameter is an individual setting in a node parameter view which controls some aspect of the node. view which controls some aspect of the nodeA single object or device in the node network which generates or modifies data and may accept input data or create output data or both, depending on its function. Nodes usually have their own settings which control the data they create or how they modify data passing through them. Nodes are connected together in a network to perform work in a network-based user interface. In Terragen 2 nodes are connected together to describe a scene..
pixelA single element of an image which describes values for color and/or intensity, depending on the color system which the image uses. Groups of ordered pixels together form a raster image.
A single element of an image which describes values for color and/or intensity, depending on the color system which the image uses. Groups of ordered pixels together form a raster imageIn computer graphics, a raster image, or bitmap, is a dot matrix data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Bit-mapped image formats in Terragen include raster heightfield terrains, image-based textures and masks, object textures, and rendered images saved to disk..
proceduralIn general a “procedure” is a series of steps that should result in a specific and reproducible outcome. In Terragen 2 a “procedural” is a mathematical function describing output which may be visualized and sampled to create anything from terrain to clouds.
procedural functionIn general a “procedure” is a series of steps that should result in a specific and reproducible outcome. In Terragen 2 a “procedural” is a mathematical function describing output which may be visualized and sampled to create anything from terrain to clouds.
In general a “procedure” is a series of steps that should result in a specific and reproducible outcome. In Terragen 2 a “proceduralIn general a “procedure” is a series of steps that should result in a specific and reproducible outcome. In Terragen 2 a “procedural” is a mathematical function describing output which may be visualized and sampled to create anything from terrain to clouds.” is a mathematical function describing output which may be visualized and sampled to create anything from terrain to clouds.

R

raster imageIn computer graphics, a raster image, or bitmap, is a dot matrix data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Bit-mapped image formats in Terragen include raster heightfield terrains, image-based textures and masks, object textures, and rendered images saved to disk.
In computer graphics, a raster imageIn computer graphics, a raster image, or bitmap, is a dot matrix data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Bit-mapped image formats in Terragen include raster heightfield terrains, image-based textures and masks, object textures, and rendered images saved to disk., or bitmapIn computer graphics, a raster image, or bitmap, is a dot matrix data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Bit-mapped image formats in Terragen include raster heightfield terrains, image-based textures and masks, object textures, and rendered images saved to disk., is a dot matrix data structure representing a generally rectangular grid of pixels, or points of color, viewable via a monitor, paper, or other display medium. Bit-mapped image formats in Terragen include raster heightfieldA heightmap or heightfield is an array of height values, usually in a grid which describe the height at specific points in a defined area. Heightfields are used to represent real-world and virtual terrain in a specific, easily converted format. Most heightfields can be represented as simple image data in grayscale, with black being minimum height and white being maximum height. terrains, image-based textures and masks, object textures, and rendered images saved to disk.

S

sampleA sample refers to a value or set of values at a point in time and/or space. The defining point of a sample is that it is a chosen value out of a continuous signal. In Terragen 2 it is usually a mathematical (procedural) function that is being sampled.
A sampleA sample refers to a value or set of values at a point in time and/or space. The defining point of a sample is that it is a chosen value out of a continuous signal. In Terragen 2 it is usually a mathematical (procedural) function that is being sampled. refers to a value or set of values at a point in time and/or space. The defining point of a sampleA sample refers to a value or set of values at a point in time and/or space. The defining point of a sample is that it is a chosen value out of a continuous signal. In Terragen 2 it is usually a mathematical (procedural) function that is being sampled. is that it is a chosen value out of a continuous signal. In Terragen 2 it is usually a mathematical (proceduralIn general a “procedure” is a series of steps that should result in a specific and reproducible outcome. In Terragen 2 a “procedural” is a mathematical function describing output which may be visualized and sampled to create anything from terrain to clouds.) function that is being sampled.
scalarA scalar is a single number. 1, 200.45, -45, -0.2 are all examples of scalar values.
A scalarA scalar is a single number. 1, 200.45, -45, -0.2 are all examples of scalar values. is a single number. 1, 200.45, -45, -0.2 are all examples of scalarA scalar is a single number. 1, 200.45, -45, -0.2 are all examples of scalar values. values.
shaderA shader is a program or set of instructions used in 3D computer graphics to determine the final surface properties of an object or image. This can include arbitrarily complex descriptions of light absorption and diffusion, texture mapping, reflection and refraction, shadowing, surface displacement and post-processing effects. In Terragen 2 shaders are used to construct and modify almost every element of a scene.
A shaderA shader is a program or set of instructions used in 3D computer graphics to determine the final surface properties of an object or image. This can include arbitrarily complex descriptions of light absorption and diffusion, texture mapping, reflection and refraction, shadowing, surface displacement and post-processing effects. In Terragen 2 shaders are used to construct and modify almost every element of a scene. is a program or set of instructions used in 3D computer graphics to determine the final surface properties of an object or image. This can include arbitrarily complex descriptions of light absorption and diffusion, texture mapping, reflection and refraction, shadowing, surface displacementLiterally, to change the position of something. In graphics terminology to displace a surface is to modify its geometric (3D) structure using reference data of some kind. For example, a grayscale image might be taken as input, with black areas indicating no displacement of the surface, and white indicating maximum displacement. In Terragen 2 displacement is used to create all terrain by taking heightfield or procedural data as input and using it to displace the normally flat sphere of the planet. and post-processing effects. In Terragen 2 shaders are used to construct and modify almost every element of a scene.

T

toolbarIn a graphical user interface (GUI) on a computer a toolbar is a row, column, or block of onscreen buttons or icons that, when clicked, activate certain functions of the program.
In a graphical user interface (GUIGraphical User Interface, a general term that refers to the interface of any program running in a modern graphical operating system and which does not operate exclusively from the commandline.) on a computer a toolbarIn a graphical user interface (GUI) on a computer a toolbar is a row, column, or block of onscreen buttons or icons that, when clicked, activate certain functions of the program. is a row, column, or block of onscreen buttons or icons that, when clicked, activate certain functions of the program.

V

vectorA vector is a set of three scalars, normally representing X, Y and Z coordinates. It also commonly represents rotation, where the values are pitch, heading and bank.
A vectorA vector is a set of three scalars, normally representing X, Y and Z coordinates. It also commonly represents rotation, where the values are pitch, heading and bank. is a set of three scalars, normally representing X, Y and Z coordinates. It also commonly represents rotation, where the values are pitch, heading and bank.
virtual memoryVirtual memory is provided by the operating system to allow a program to use a larger amount of memory than the size of the installed RAM allows. For TG this means that it's possible to render scenes it might not otherwise be able to, but virtual memory is slow to access and this means rendering can slow noticeably.
Virtual memory is provided by the operating system to allow a program to use a larger amount of memory than the size of the installed RAM allows. For TG this means that it's possible to render scenes it might not otherwise be able to, but virtual memoryVirtual memory is provided by the operating system to allow a program to use a larger amount of memory than the size of the installed RAM allows. For TG this means that it's possible to render scenes it might not otherwise be able to, but virtual memory is slow to access and this means rendering can slow noticeably. is slow to access and this means rendering can slow noticeably.
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