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General
General 3d
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General
2d
General Sound Animation |
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RGB Pictures Icons Transparency (read Transparency
page) Layer Persistence Sprites |
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A graphics processing technique that simulates transparency or translucency
in objects in a 3D scene to create visual effects like smoke, glass or
water.
Memory dedicated to a specific function or set of functions. For example: the graphics memory functions as a frame buffer, but can also be used as a Z buffer or a video buffer. Smaller buffers serve as temporary storage areas for data and instructions. Memory that is used to store rendered pixels before
they are displayed on the monitor. The series of functions, in logical order, that must be performed to
compute and display computer graphics. In 3D graphics, lighting is used to calculate the degree to which an
object is affected by a lightsource. Lighting is used in games to create
realistic looking scenes with greater depth instead
of flat-looking or cartoonish environments. Shorthand for "picture element." A pixel is the smallest element
of a graphics display or the smallest element of a rendered image. The building blocks of all 3D objects (triangles in the case of Alambik) used to form the surfaces and skeletons of 3D objects. The smallest unit of a texture map, similar to pixels being the smallest unit of a rendered image. An image file (such as a bitmap or a GIF) used to add complex patterns onto objects' surfaces in a 3D scene. The process of applying a texture to the surface of 3D models to simulate walls, sky, etc. Texture mapping enables developers to add more realism to their models. A scene is a structure containing all the information necessary to identify and position all of the models, lights and cameras needed for rendering. A scene can be identified with the 3D coordinate space in which rendering takes place. This space is called the world coordinate space, as opposed to the local coordinate spaces associated with each individual object in the scene. The area of graphics memory used to store the Z or depth information pertaining to rendered objects. The Z-buffer value of a pixel is used to determine if it is behind or in front of another pixel. Z calculations prevent background objects from overwriting foreground objects in the frame buffer.
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The state of an object explicitly defined in one key. This state includes an object's position, rotation, size, shape, etc., all of which can be specified together in a single key or separately in different keys. Animation is achieved by assigning different values to a particular parameter (such as position) between two different keys. The computer then automatically calculates (interpolates) this change over time. A change in the state of an object over time between two consecutive
keyframes. |
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Audio Audio refers to the main sound output (such as MASTER CONTROL on a mixing table). Music Music refers to all "realtime-rendered music" (i.e., music which has not been pre-recorded, but instead is rendered in real time by the computer). All "tracker" software formats are supported (.mod, .xm, .it, .s3m). Sound Sound refers to all "pre-rendered audio" (i.e., music which has already been recorded and compressed). Such formats include mp3, mp2, mp1, wav and ogg. All such formats can either be loaded entirely before playing, or alternatively streamed over a network. Channel A given channel can contain only one sound or item of music at a time - if there are several sounds at the same time, they run the risk of cutting one another off. All channels are in stereo. Volume The volume level of the sound being played. Valid in the range [0, 255]. If the value is 0, the sound will be muted; if 255, the sound will be played at the highest possible volume. Amplitude The current amplitude, in Alambik, refers to the volume of a sound at any given time. VU Meters can easily be produced using amplitude as the index of measurement. Valid in the range [0, 255]. Frequency Panning |