8 Multi-Sampled Anti-Aliasing. A basic anti-aliasing technique that takes
9 multiple samples of the depth buffer, and uses this information to
10 smooth the edges of polygons.
13 Transform, Clipping, & Lighting. The three stages of preparation in a
14 rasterizing pipeline prior to the actual rasterization of vertices into
18 Non-power-of-two. Usually applied to textures which have at least one
19 dimension which is not a power of two.
22 Level of Detail. Also spelled "LoD." The value that determines when the
23 switches between mipmaps occur during texture sampling.