Microsoft DirectX 8.1 (C++)

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, which 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.