Examples of using Texture coordinates in English and their translations into Russian
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We need to pass in texture coordinates.
Those texture coordinates are still not perfect.
Let's display a plane using these texture coordinates.
Here are the texture coordinates for the front.
So now you know if someone says UVs they're talking about texture coordinates.
I also used similar texture coordinates for the back.
How texture coordinates work was covered in the article about textures. .
For example we could rotate the texture coordinates around the center of the texture. .
Texture coordinates are often shortened to texture coords, texcoords or UVs pronounced Ew-Vees.
So what happens if we use texture coordinates outside the 0.0 to 1.0 range?
Texture coordinates go from 0.0 to 1.0 no matter the dimensions of the texture. .
Examples include vertices, colors,normal vectors, and texture coordinates.
We can now remove the code that setup the texture coordinates and it will work just the same as before.
Not a very exciting display buthopefully it demonstrates how to use texture coordinates.
First we will change the texture coordinates to use the entire texture on each face of the cube.
From the template follows: green zone(model), blue zone(normal),orange zone(uv, texture coordinates), details.
The option allows the user to scale texture coordinates by length depending on the radius of Cylinder mesh;
If you're making geometry in code(cubes, spheres, etc) it's usually pretty easy to compute whatever texture coordinates you want.
We use the texture coordinates passed from the vertex shader and we call texture2D to look up a color from that texture. .
Let's add a texture matrix to the vertex shader and multiply the texture coordinates by this texture matrix.
We know the texture coordinates are also effectively a unit quad so it's very similar to what we have already done for the positions.
A variety of properties can be stored, including: color and transparency,surface normals, texture coordinates and data confidence values.
In that article we manually created texture coordinates which is a very common way to do this but we can also create them on the fly and just like we're manipulating our positions using a matrix we can similarly manipluate texture coordinates using another matrix.
You might have noticed we're usinga unit quad for our positions and those positions of a unit quad exactly match our texture coordinates.
Usually buffers contain things like positions,normals, texture coordinates, vertex colors, etc although you're free to put anything you want in them.
Similarly to the way WebGL expects clipspace coordinates when rendering instead of pixels, WebGL expects texture coordinates when reading a texture. .
The, dare I say, best solution is to put all of the images in 1 texture and use texture coordinates to map a different part of the texture to each face of the cube.
On the other hand if you're getting 3d models from 3d modeling software like Blender, Maya, 3D Studio Max, then your artists(or you)will adjust texture coordinates in those packages.
I have no idea where the term UVs came from except that vertex positions often use x, y, z,w so for texture coordinates they decided to use s, t, u, v to try to make it clear which of the 2 types you're refering to.
Using the vertex shader from the end of the previous post we need to add an attribute to pass in texture coordinates and then pass those on to the fragment shader.