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not be confused with luminosity, which measures the actual light level
emitted from the computer display.
Buffer
A name referring to portions of on-board video memory. One large buffer
is always used to display images to the screen; this is the “display buffer.”
The rest of offscreen memory is typically used by applications as back
buffers, z-buffers, and texture buffers.
Charisma Engine™ II
Incorporating a programmable Vertex Shader pipeline, Charisma Engine™
II is a transform and lighting engine designed to make 3D characters and
transitions even more life-like.
Color Component
Three color components—Red, Green, and Blue—combine in various
intensities to determine the color of each pixel on the screen. The values of
each color component are graphically represented by a corresponding color
curve.
Color Correction
Correct discrepancies between the real color value and the way a screen
displays it. Color discrepancies can be caused by a variety of sources,
including the lighting conditions in the work area and gradual shifts in color
over time on monitors or flat panel displays.
Color Curve
A color curve represents all possible intensity values (from 0 to 255) for a
color component (Red, Green or Blue). For each color curve, the horizontal
axis represents the input value (the color value a program wants to display),
while the vertical axis represents the output value (the color value that the
display driver will write to the screen). A value of 0 (in the lower left
corner) represents the complete absence of that particular color, while a
value of 255 (in the upper right corner) represents the “full” strength for
that color.
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