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| Z | Z-Buffer : The portion of memory which stores each pixel's depth. Z-Index : When a pixel is calculated, its z index is checked to see if it is behind another pixels. If it is not behind other pixels, it continues through the 3D pipeline and is written to the frame buffer. If its z index is higher than the pixel currently in the frame buffer, the pixel is discarded because it is not visible. Z-Sorting : The process of sorting polygons based on depth before they are rendered. This means further away polygons are rendered first, and closer polygons are rendered last. This ensures that the objects are correctly blended together if alpha transparency is involved. Zero Insertion Force Socket (ZIF) : Any processor interface that allows for the connection and removal of the processor without special tools. Zoned Constant Linear Velocity (ZCLV) : The mixture of CAL and CLV technologies. Tracks are divided into groups or zones, and each is read with a specific rotation speed. This is mostly used on DVD disks, which are made to contain around 24 zones :
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