- Banner Cape¶
A type of OptiFine-specific cape. These capes use a banner pattern as their design.
A technique of combining two or more images.
A folder in which CEM entity elements are stored for both organisation, rotation, and animation purposes.
A true or false value.
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.
Abbreviation for Custom Entity Models.
Abbreviation for Custom Entity Model Animations.
Abbreviation for Custom Item Textures.
A texture that defines how a block's tinting changes with biome and height.
A revision ID for use in source repositories. These IDs (hashes) are not sequential; commit 834FA0 may come before 43A3B9.
Abbreviation for Custom Player Models.
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.
An individual cube that makes up a model.
Shorthand for emissive texture.
- Emissive texture¶
Keyboard binding for taking a screenshot.
Keyboard binding for opening the debug screen.
Keyboard binding for changing player perspective.
Keyboard binding for toggling fullscreen.
A flat surface on a model.
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.
Abbreviation for frames per second.
A single texture in an animated texture.
The enchantment texture that is overlayed on top of enchanted items.
A smooth transition between two images. See https://en.wikipedia.org/wiki/Interpolation_(computer_graphics).
Abbreviation for Java Virtual Machine. This is the application that runs Minecraft's code.
A format of texture that defines how other objects look with shaders. See https://wiki.shaderlabs.org/wiki/LabPBR_Material_Standard.
A graph of the resources in rendering each frame. It is visible only when the debug screen (F3) is shown.
The second skin layer above the base player model. May also be a common mistranslation of cape.
A texture that defines how the lighting of various light sources change. See Custom Lightmaps.
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.
Named Binary Tag, a tree data structure format that Minecraft uses to store information. Slightly similar to JSON in structure, it has a
An abbreviation for OptiFine.
The player's second hand slot. Not present in 1.8.
A Minecraft optimization mod.
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
Shorthand for labPBR.
- Pivot Point¶
A coordinate at which an element rotates around.
- Read The Docs¶
Website where the unofficial documentation is hosted.
Abbreviation for read the docs.
A program that changes how Minecraft renders objects, such as the sun, water, blocks, the GUI, and more. For development, see Shaders - Development.
Similar to a panorama, but for skies.
The creator of OptiFine. The only developer of OptiFine.
- Special Cape¶
- 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.
The maximum amount of one item you can hold in one slot. Commonly 1, 8, 16, or 64.
A sequence of letters. OptiFine reads these in the ASCII encoding, not UTF-8.
A PNG file.
Shorthand for UV mapping.
Number that states the relative priority of something, when compared to other things of the same order.