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Real Time 3D > Coordinates (Texture)

The following information is about Coordinates (Texture).

Coordinates (Texture) Defined

These are the numbers that tell the engine where to position textures on mesh. The engine uses three texture coordinates, commonly called U, V, and W. U is the width of the texture, V is the height, and W is used for depth if you are using a 3D procedural texture. The coordinates are measured in a scale of 0.0 to 1.0, with 0.0 and 1.0 at opposite sides of the texture. Numbers higher than 1.0 will make the texture tile, and negative numbers will mirror the texture. With most 3D modeling software, these numbers are usually hidden from the artist, replaced by helpful visual representations of how the textures are projected. Planes, cylinders and spheres help the artist align the textures in a visual way, but it helps to know that engines see only the UVW numbers that these shapes create for the polygons. Also called mapping coordinates.

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Off-site Coordinates (Texture) Links, User Submitted

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If you would like to find additional social bookmark based links on the topic of we recommend the Open Tag Directory > Coordinates (Texture). If you would like to find related tags we recommend Tag Patterns > Coordinates (Texture)

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