1Texture coordinates
A set of coordinates [u, v] within the range 0-1 on each axis, mapped to a given texture, which say what part of the texture a fragment should render.
2Texel
A texture element to be drawn onto a fragment
3Texture
A square of an image in a power of two size
4Bilinear Filtering
The blending of texels, in the case of an image being too close to the screen.
E.g., texel coordinate 13.2, we interpolate the value between 13 and 14 by a factor of 0.2, blending them together.
For best results, we do this 4 times in a 2*2 and interpolate in all directions.
5Texture repeating
Clamp: Forced within [0, 1], doesn't repeat
Repeat: 1.1 rolled over to 0.1
Mirror: 1.1 reverses to 0.9
6Minification
When a primitive is so far in the distance it only takes up a small texture, smaller than the texture it samples from.
7MIPMapping
An approximate chain of textures, each half in size from the previous and with less detail, each used at different LODs (level of detail) at different distances from the camera.
8MIP levels
Clear lines where LODs cross
9Trilinear Filtering
The fix to hard MIP levels, sampling adjacent MIP levels and interpolating by the fraction between them.
10Alpha
Determines how opaque an object is
11Blend Equation
Final Colour = (source colour * source factor) + (dest colour * dest factor)
Source = new, dest = what is there
Factor = alpha
Uses linear interpolation between these
12Rendering accounting for alpha
Need to go from furthest to first (back buffer only stores RGB), which is very inefficient for opaque objects.
Only done for semi-transparent objects.