Glossary¶
- Banner Cape¶
A type of OptiFine-specific cape. These capes use a banner pattern as their design.
- Blending¶
A technique of combining two or more images.
- Bone¶
A folder in which CEM entity elements are stored for both organisation, rotation, and animation purposes.
- Boolean¶
A true or false value.
- Cape¶
A purely-decorative cosmetic that is worn on the back of a player's body model. Capes may be given by Mojang (Minecon), or bought by donating to OptiFine.
- CEM¶
Abbreviation for Custom Entity Models.
- CEMA¶
Abbreviation for Custom Entity Model Animations.
- CIT¶
Abbreviation for Custom Item Textures.
- Colormap¶
A texture that defines how a block's tinting changes with biome and height.
- Commit¶
A revision ID for use in source repositories. These IDs (hashes) are not sequential; commit 834FA0 may come before 43A3B9.
- CPM¶
Abbreviation for Custom Player Models.
- CTM¶
Abbreviation for Connected Textures Mod.
- Debug keys¶
Key combination that executes some kind of debugging function in the game. See Debug Keys.
- Dynamic Lights¶
Lighting that is emitted from hand-held items such as torches. See Dynamic Lights.
- Element¶
An individual cube that makes up a model.
- Emissive¶
Shorthand for emissive texture.
- Emissive texture¶
A texture with full brightness that is overlayed on top of another texture. See Emissive Textures.
- F2¶
Keyboard binding for taking a screenshot.
- F3¶
Keyboard binding for opening the debug screen.
- F5¶
Keyboard binding for changing player perspective.
- F11¶
Keyboard binding for toggling fullscreen.
- Face¶
A flat surface on a model.
- Flag¶
An option added to a system command that modifies how it executes. See https://en.wikipedia.org/wiki/Command-line_interface#Command-line_option. This is not a Minecraft-specific term.
- FPS¶
Abbreviation for frames per second.
- Frame¶
A single texture in an animated texture.
- Glint¶
The enchantment texture that is overlayed on top of enchanted items.
- Interpolation¶
A smooth transition between two images. See https://en.wikipedia.org/wiki/Interpolation_(computer_graphics).
- JSON¶
A format mainly used for storing CEM. See https://en.wikipedia.org/wiki/JSON.
- JVM¶
Abbreviation for Java Virtual Machine. This is the application that runs Minecraft's code.
- labPBR¶
A format of texture that defines how other objects look with shaders. See https://wiki.shaderlabs.org/wiki/LabPBR_Material_Standard.
- Lagometer¶
A graph of the resources in rendering each frame. It is visible only when the debug screen (F3) is shown.
- Layer¶
The second skin layer above the base player model. May also be a common mistranslation of cape.
- Lightmap¶
A texture that defines how the lighting of various light sources change. See Custom Lightmaps.
- Locking¶
A cape that cannot be moved to another username through the Cape Editor. Locked capes can only be moved to a different username after logging in through the OptiFine website.
- NBT¶
Named Binary Tag, a tree data structure format that Minecraft uses to store information. Slightly similar to JSON in structure, it has a
{key=value, ...}
structure.- OF¶
An abbreviation for OptiFine.
- Offhand¶
The player's second hand slot. Not present in 1.8.
- OptiFine¶
A Minecraft optimization mod.
- Panorama¶
A set of textures that create an illusion of distance three-dimensional surroundings. Mostly refers to the main menu panorama.
- Parent Bone¶
The top-most bone in a list of bones; this bone is not inside any other bones
- PBR¶
Shorthand for labPBR.
- Pivot Point¶
A coordinate at which an element rotates around.
- Read The Docs¶
Website where the unofficial documentation is hosted.
- RTD¶
- RTFD¶
Abbreviation for read the docs.
- Shaders¶
A program that changes how Minecraft renders objects, such as the sun, water, blocks, the GUI, and more. For development, see Shaders - Development.
- Skybox¶
Similar to a panorama, but for skies.
- SNBT¶
Stringified NBT.
- sp614x¶
The creator of OptiFine. The only developer of OptiFine.
- Special Cape¶
A unique type of OptiFine-specific cape, given to a very few select of players by sp614x.
- Special Cosmetics¶
Old name for additional cosmetics that OptiFine may load. These are available to only a very few select of players. See Custom Player Models.
- Stack¶
The maximum amount of one item you can hold in one slot. Commonly 1, 8, 16, or 64.
- String¶
A sequence of letters. OptiFine reads these in the ASCII encoding, not UTF-8.
- Texture¶
A PNG file.
- Tile¶
- UV¶
Shorthand for UV mapping.
- Weight¶
Number that states the relative priority of something, when compared to other things of the same order.