Texture coordinates
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Texture coordinates is a part of 3D model data, storing information which is used to map texture on geometry. | Texture coordinates is a part of 3D model data, storing information which is used to map texture on geometry. | ||
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Texture coordinates are used on mesh models and [[Patch mesh | patch meshes]]. | Texture coordinates are used on mesh models and [[Patch mesh | patch meshes]]. | ||
− | [[brush | Brushes]] dont use texture coordinates, they are using special technique to generate texture coordinates called texture projection. | + | [[brush | Brushes]] dont use texture coordinates as an direct input, they are using special technique to generate texture coordinates called texture projection. |
== See also == | == See also == | ||
− | * [[ | + | * [[Darkplaces material system]] |
[[Category:Glossary]] | [[Category:Glossary]] | ||
+ | {{finished}} | ||
+ | __NOTOC__ |
Latest revision as of 00:55, 31 July 2012
Texture coordinates is a part of 3D model data, storing information which is used to map texture on geometry.
[edit] UV map
UV map is array of vertices. Each model triangle have a three corresponding vertices on UV map, storing texture coordinates.
[edit] Normalization
Texture coordinates are normalized to the image size, so they are independent from texture resolution.
In Blood Omnicide, up left corner of texture is always (0, 0) and right bottom is (1, 1). A values greater than 1 or lesser than 0 causes texture to be repeated.
[edit] Usage
Texture coordinates are used on mesh models and patch meshes.
Brushes dont use texture coordinates as an direct input, they are using special technique to generate texture coordinates called texture projection.