Glossary

Banner Cape

A type of OptiFine-specific cape. These capes use a banner pattern as their design.

Blending

A technique for combining two or more images.

Bone

A folder in which CEM entity elements are stored for both organization, 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 changes. 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. See NBT format - Minecraft Wiki.

OF

An abbreviation for OptiFine.

Offhand

The player's off-hand slot. Not present in 1.8.

OptiFine

A Minecraft optimization mod.

Panorama

A set of textures that create an illusion of three-dimensional surroundings. It 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

The old name for additional cosmetics that OptiFine may load. These are available to only a very select group of players. See Custom Player Models.

Stack

The maximum amount of one item you can hold in one slot. This is often 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

A texture applied to one face of a block.

UV

Shorthand for UV mapping.

Weight

Number that states the relative priority of something when compared to other things of the same order.


Assumes the latest OptiFine version.
Updated to commit feb2a450.

Last update: 2024 January 31