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.. _doc_glossary: | ||
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Glossary | ||
======== | ||
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This page contains definitions for common terms that you will see throughout the | ||
manual. It includes many Godot-specific terms, as well as some common game | ||
evelopment and graphics terms that may be unfamiliar to you. | ||
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.. glossary:: | ||
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Antialiasing | ||
A rendering technique to make edges appear smoother. Godot supports several antialiasing techniques. See :ref:`doc_3d_antialiasing`. | ||
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Compatibility renderer | ||
A fast, simple renderer for desktop and mobile that uses OpenGL. See :ref:`doc_renderers`. | ||
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CPU | ||
Central processing unit. Executes code mostly in sequence, one instruction at a time. Godot uses the CPU for all processing except for rendering graphics. | ||
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Direct3D 12 | ||
A modern, low-level graphics API, developed by Microsoft. | ||
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DOF | ||
Depth of field. | ||
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Forward+ renderer | ||
An advanced renderer for desktop that uses modern graphics drivers. See :ref:`doc_renderers`. | ||
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FXAA | ||
Fast approximate antialiasing. See :ref:`doc_3d_antialiasing_fxaa`. | ||
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GDExtension | ||
A Godot-specific technology that lets the engine interact with native shared libraries at run-time. See :ref:`doc_what_is_gdextension` | ||
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GDScript | ||
A high-level, object-oriented, imperative, and gradually typed programming language built for Godot. See :ref:`doc_gdscript`. | ||
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GPU | ||
Graphics Processor Unit. Executes code mostly in parallel, and very fast. Godot uses the GPU for rendering graphics. | ||
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HDR | ||
High dynamic range. See :ref:`doc_high_dynamic_range`. | ||
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Linear color space | ||
The color space used internally by the Forward+ and Mobile renderers. See :ref:`doc_high_dynamic_range`. | ||
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Metal | ||
A modern, low-level graphics API developed by Apple. | ||
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Mobile renderer | ||
A renderer for mobile and desktop that uses modern graphics drivers. See :ref:`doc_renderers`. | ||
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MSAA | ||
Multisample antialiasing. See :ref:`doc_3d_antialiasing_msaa`. | ||
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OpenGL | ||
A cross-platform graphics API. Used by Godot for the Compatibility renderer. | ||
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Renderer | ||
The rendering engine used to draw graphics. Godot has multiple renderers, with different features. See :ref:`doc_renderers`. | ||
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Rendering method | ||
Another term for renderer. | ||
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Rendering driver | ||
The rendering driver tells the GPU what to do, by communicating with a graphics API such as OpenGL or Vulkan. | ||
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Shader | ||
A program that runs on the GPU, used to draw graphics. See :ref:`doc_introduction_to_shaders`. | ||
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SDFGI | ||
Signed distance field global illumination. A kind of global illumation. See :ref:`doc_using_sdfgi`. | ||
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SDR | ||
Standard dynamic range. See :ref:`doc_high_dynamic_range`. | ||
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sRGB color space | ||
Standard RGB (red, green, blue). See :ref:`doc_high_dynamic_range`. | ||
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SSAA | ||
Supersample antialiasing. See :ref:`doc_3d_antialiasing_ssaa`. | ||
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SSAO | ||
Screen-space ambient occlusion. See :ref:`doc_environment_and_post_processing_ssao`. | ||
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SSIL | ||
Screen-space indirect lighting. A kind of global illumination. See :ref`doc_environment_and_post_processing_ssil`. | ||
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Viewport | ||
A view into the screen, used to render nodes. See :ref:`doc_viewports`. | ||
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VisualShader | ||
A shader created using a graph-based visual editor. See :ref:`doc_visual_shaders`. | ||
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Vulkan | ||
A modern, low-level, cross-platform graphics API. |