Glossary
ELSA ERAZOR II and ELSA VICTORY Erazor LT
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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.