Site hosted by Angelfire.com: Build your free website today!

 
 
   




        GameCube
        Playstation 2
        Xbox
        Dreamcast
        Glossary

         
       

 



 
 A

 Anti-alias-  This is a technique that takes away the "jaggies" of a game. It does this by using different shades of colours on the enges to gradually blend them together and make the jaggies disappear.  All next-gen consoles have anti-alias built into the hardware except the Playstation 2.
No Anti-alias
Anti-alias



 B

 Bump Mapping- Bump Mapping works by using a texture map, which represents a polygon's bumpiness,  to  modify the effect on lighting on that surface in real-time.

No Bump Mapping

Bump Mapping


C


D


E


F

G

H

I

J

K

L

M

N

O

P

Q

R

RAM-
Random Access Memory.  A memory chip allows information to be stored or accessed in any order and all storeage locations are equally accessible.  The more RAM you have, the faster data can be accessed, more data can be stored in the memory. (textures, polygons, code, sound, etc.)  Having faster RAM allows more bandwidth, so data can also be accessed faster, but this has no effect on how much memory the RAM can hold, it would just send the information through faster.

S

T

Textures-
This is the digital representation of the surface of an object in 3D.  In addition to 2D qualities such as colour and brightness, texture is also encoded with three-dimensional properties, such as how transparent and how reflective the object is. Once a texture has been defined, it can be wrapped around any 3D object.  This is called texture mapping.  In local texturing mode - direct memory access - the video card copies entire textures from the system memory into the onboard frame buffer memory and then moves it to the graphics processor.

No Textures

Textures


U

V

W

X

Y

Z