The entire set of objects that make up a virtual environment, including visible objects, sounds, lights, and frames. In Direct3D, the entire set of objects is contained by a root frame. See also root frame.
A section of audio memory that stores individual sounds that are played throughout an application. The sound can be played as a single event or as a looping sound that plays repeatedly. Secondary buffers can also play sounds that are larger than available sound-buffer memory; the buffer serves as a queue that stores the portions of the sound about to be played.
A dynamic-link library used by DirectPlay to communicate over a network. The service provider contains all the network-specific code required to send and receive messages. Any organization, including online services, can supply service providers for specialized hardware and communications media.
In DirectPlay, an instance of several applications on remote machines communicating with each other.
A segment of memory that stores DirectSound audio data. Sound buffers can be primary or secondary, static or streaming.
A color that, in the case of blitting, will not be copied, or, in the case of overlays, not be visible on the destination.
The material property that determines how a point of light on a shiny object corresponds to the reflected light source. The specular property of a material is one of two properties that determines how a material reflects light. See also emissive property.
A light source that emits a cone of light. Only objects within the cone are illuminated. The cone produces light of two degrees of intensity, with a central brightly lit section (the umbra) that acts as a point source, and a surrounding dimly lit section (the penumbra) that merges with the surrounding deep shadow.
A section of memory that contains a complete sound. These buffers are convenient because the entire sound can be written once to the buffer.
In DirectSound, the capability to play sound buffers when the owning application does not have the input focus. For example, a DirectSound application could continue to play a sound buffer while the user was working in another application.
A small sound buffer that can play lengthy sounds because the application dynamically loads audio data into the buffer as it plays. For example, an application could use a buffer that can hold 3 seconds of audio data to play a 2-minute sound. A streaming buffer requires much less memory than a static buffer.
Blitting an image into a destination with different dimensions. This operation is supported directly by some hardware.
In DirectX, the stride is the offset between one raster line and the next. Stride alignment can be an important design element when setting up display-memory surfaces.
Memory that represents visual images. This is often display memory, but it can be system memory. See also complex surface, off-screen surface, overlay surface, and primary surface.