fix: add missing glossary entry for present-mode
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@@ -70,6 +70,10 @@ A compiled GPU configuration bundling: [[vertex shader]](#vertex-shader) + [[fra
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The strategy passed to `device.poll()`. `PollType::Wait` blocks the calling thread until all pending GPU work finishes — equivalent to a fence wait. `PollType::Poll` checks for completed work once and returns immediately, regardless of whether work is done. For the rainbow triangle, `Wait` is correct: we need the GPU to finish the frame before requesting the next surface texture.
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The strategy passed to `device.poll()`. `PollType::Wait` blocks the calling thread until all pending GPU work finishes — equivalent to a fence wait. `PollType::Poll` checks for completed work once and returns immediately, regardless of whether work is done. For the rainbow triangle, `Wait` is correct: we need the GPU to finish the frame before requesting the next surface texture.
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## Present Mode
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How the display compositor handles frame buffer presentation: `PresentMode::Mailbox` uses triple buffering for tear-free rendering, `PresentMode::Fifo` provides VSYNC-locked double buffering, `PresentMode::Immediate` renders without synchronization (may show tearing).
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## Ndc
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## Ndc
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Normalized Device Coordinates. The GPU's native intermediate coordinate space. X and Y range from -1.0 (left/bottom) to +1.0 (right/top). Z ranges from 0.0 (near clipping plane) to 1.0 (far clipping plane). Geometry is mapped into NDC by the GPU after perspective division. Anything outside this cube is clipped. See [[coordinate-systems.md]](coordinate-systems.md).
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Normalized Device Coordinates. The GPU's native intermediate coordinate space. X and Y range from -1.0 (left/bottom) to +1.0 (right/top). Z ranges from 0.0 (near clipping plane) to 1.0 (far clipping plane). Geometry is mapped into NDC by the GPU after perspective division. Anything outside this cube is clipped. See [[coordinate-systems.md]](coordinate-systems.md).
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