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Welcome to the interactive glossay at Inside Computers. This glossary allows members of Inside Computers to post new definitions, allowing for collective information sharing. If there is some acronym that most people might not know, or a special computer term which others would most likely want to know, go ahead and add it. Because this is a "real time" interaction, Inside Computers can't monitor the boards 24 hours a day, but we will do our best to keep this information both correct and edit it for content that could be offensive to others. If you are so inclined, every member is allowed to edit every user added post, so if you think you can improve on a definition, if you want to correct a mistake others may have made, go ahead!
TT-Buffer :
3Dfx's implementation of an accumulation buffer.
Tag RAM :
Memory which is used by the L2 and L3 caches to record memory addresses. If there are more memory addresses than tag RAM, than the extra memory is unable to be cached.
Tessellation :
This is when the basic term for when complex objects are broken down into simpler objects. This most often referrers to 3D objects being broken down into their individual polygon components.
Texel :
A textured element. Usually referred to as a textured pixel. If a pixel has be mapped with 2 textures, it would count as two texels.
Texture :
A graphical image which adds complexity and appearance. Most newer video cards are able to support textures up to 2048*2048.
Texture Compression :
The process of reducing the file size of the texture images in memory to allow more textures to be stored on board the video card for faster access. Most texture compression schemes like DXTC or FXT1 are a lossy compression and result in colour loss, visual artifacts, and/or dithering.
Texture Filtering :
The calculations which are done in order to get the correct colour for each texel. There a 3 different filters, bilinear, trilinear and anisotropic.
Texture Mapping :
The process of calculating the correct texture coordinate which corresponds to each pixel of a polygon. All texture mapping is done in hardware by the 3D accelerator.
Thin Ethernet (10BaseT) :
A form of Ethernet that operates at 10MHz, uses Cat-3 or above cabling, and can transfer at up to speeds of 10Mbps (1.25MB/s).
Thin Film Transistor (TFT) :
The basic component used in LCD displays. It consists of transistors etched into a glass panel that control liquid crystals which are able to block light when applied with current.
Thread :
A term for a collection of linear code in software. Every program operates using at least one thread, any program that uses more than one thread is called a multithreaded program.
Tile Based Rendering :
The technic of dividing the image into tiles, resulting in a more bandwidth effective rendering.
Transform and Lighting :
The set up stages of the 3D pipeline that are responsible for geometry set up and lighting effects. Most computers have the CPU process this information, but newer video cards are capable of this through a dedicated processor.
Transistor :
A very small electrical device which can either be used to amplify a weak signal or selectively conduct electricity depending on a specific voltage requirement. The are made out of dope silicon, have three connections, and are used to make all logic gates and electrical memory.
Transmission Control Protocol / Internet Protocol (TCP/IP) :
The collection of protocols that allow all access to happen over the Internet. This collection of protocols include protocols such as UDP, FTP, and SMTP.
Triangle Setup :
The stage in the 3D rendering pipeline that involves the computations needed before pixels can be drawn.
Triple Buffering :
The technique where 3 buffers are used by the video card. Double buffering involves a front and back buffer. In triple buffering the front buffer still holds the current image, and the back buffer is still the frame in progress, but a third buffer can be used to superimpose effects onto the back buffer, and vise versa.
Tunneling :
A networking term used when a packet for a specific protocol is contained as the data for another packet.
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