Platform SDK: DirectX

W

width
The distance between two addresses in memory that represent the beginning of a line and the end of the line of a stored bitmap. This distance represents only the width of the bitmap in memory; it does not include any extra memory required to reach the beginning of the next line of the bitmap, such as a cache in rectangular memory.
world coordinates
Coordinates that are relative to the origin of a scene. See also model coordinates and world space.
world space
The frame of reference, used by world coordinates, that declares vertices relative to a single origin within a 3-D scene.
world transformation
The application of a matrix to a model's vertices to change its orientation from model space to world space.
wrap
The procedure used to calculate texture coordinates for a face or mesh. The basic wrapping types are flat, cylindrical, spherical, and chrome.