In this section we will explain some of the wording that we use across this documentation.
Rendering artifacts in the form of jagged lines.
Is the technique of minimizing Aliasing, by e.g. rendering multiple samples per pixel.
The process of computing and storing the result of a potentially time-consuming calculation so as to avoid needing to calculate it again.
A parametric curve, commonly found in vector packages such as Adobe Illustrator and similar. Botcha uses bezier curves to give familiarity to the designers with the software they commonly use.
The box that encloses the shape of an object. The box is aligned with the local space of the object.
The 2D space where the user can draw its vector graphics on. It takes its name from the piece of cloth that artists used to draw painting on.
A single unit of execution within the application. It changes the document from one state to another and it is the single unit that can be undone or redone.
A mesh is a set of vertices, edges and faces that represent a 3D object in the computer. Botcha uses meshes to represent all the 3D objects it handles.
Is similar to Bump Mapping, but instead of the image being a grayscale heightmap, the colors define in which direction the normal should be shifted, the three color channels being mapped to the three directions X, Y and Z. This allows more detail and control over the effect.
Physically based rendering, is the collection of algorithms and techniques that renders an image on the screen using concepts coming from physics to achieve photo-realism.
Pop-up menu/Pie menu
The menu that pops up whenever the user clicks the central mouse button. It contains the commands that can be executed within the current context.
The smallest unit of information in a 2D raster image, representing a single color made up of red, green, and blue channels. If the image has an Alpha Channel, the pixel will contain a corresponding fourth channel.
An image that is applied onto a 3D object that specifies visual patterns and simulated structure.
User interface, the application interface that the user is presented when interacting with the application.
Defines a relation between the surface of a mesh and a 2D texture. In detail, each face of the mesh is mapped to a corresponding face on the texture. It is possible and often common practice to map several faces of the mesh to the same or overlapping areas of the texture.
The part of the UI where the 3D view is displayed, think of it as the window into the virtual world represented within botcha.