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Texture Coordinates       Article     History   Tree Map
  Encyclopedia of Keywords > Texture Mapping > Texture Coordinates   Michael Charnine

Keywords and Sections
TEXTURE PLANE
TEXTURE DATA
SCREEN COORDINATES
FOUR COORDINATES
FRACTIONAL PORTION
TEXTURE COORDINATES YOURSELF
GEOMETRIC PRIMITIVE
COUNTERCLOCKWISE ORDER
TEXTURE MAP
FIXED
INFORMATION
DEFAULT
ASSIGNMENT
ALGORITHM
SPECIFIED
VERTICES
DIFFERENT WAY
CORNER
NORMAL VECTOR
TEXTURE MAPPING
UNIT SQUARE
CHANGE
CURRENT VALUES
SETS
SET
FIG
WRAPPING
COLORS
RANGE
MATCHING
REPEATING
TRIANGLE
OPENGL
VALUE
VALUES
TEXEL
TEXELS
CLAMP
NORMAL VECTORS
INTERPOLATED
SURFACE
NORMALS
TEXTURES
TEXTURING
TEXTURE
COORDINATES
Review of Short Phrases and Links

    This Review contains major "Texture Coordinates"- related terms, short phrases and links grouped together in the form of Encyclopedia article. Please click on Move Up to move good phrases up.

Definitions Submit/More Info Add a definition

  1. Texture coordinates are specified at each vertex of a given triangle, and these coordinates are interpolated using an extended Bresenham's line algorithm. (Web site)
  2. Texture coordinates are specified at each vertex of a given triangle, and these coordinates are interpolated through one or more algorithmic methods. (Web site) Move Up
  3. Texture coordinates are part of the data that is associated with each vertex. (Web site) Move Up
  4. Texture coordinates (0,0) are the lower-left corner of the screen and (1,1) are the upper-right. (Web site) Move Up
  5. The (s,t,r) texture coordinates are treated as a direction vector emanating from the center of a cube. (Web site) Move Up

Texture Plane Submit/More Info Add phrase and link

  1. In effect, texture coordinates at the right and bottom on the texture plane are exclusive.

Texture Data Move Up Add phrase and link

  1. When texture data is needed, the texture space resampler is used to obtain a texture sample given the texture coordinates.

Screen Coordinates Move Up Add phrase and link

  1. In this chapter, we use (i, j) to designate screen coordinates and (s, t) to designate image and texture coordinates. (Web site)

Four Coordinates Move Up Add phrase and link

  1. Texture coordinates can comprise one, two, three, or four coordinates. (Web site)

Fractional Portion Move Up Add phrase and link

  1. Only the fractional portion of the texture coordinates is used; the integer portion is discarded. (Web site)

Texture Coordinates Yourself Move Up Add phrase and link

  1. It is possible to have OpenGL map the texture automatically for you, so that you don't have to define texture coordinates yourself.

Geometric Primitive Move Up Add phrase and link

  1. In general, a geometric primitive is provided, with each vertex tagged with (s, t) texture coordinates. (Web site)

Counterclockwise Order Move Up Add phrase and link

  1. When you're drawing the wall, just give those four coordinate sets as the texture coordinates as you specify the wall's vertices in counterclockwise order. (Web site)

Texture Map Move Up Add phrase and link

  1. Projective texture mapping is a technique for generating texture coordinates dynamically via a projection of 3D geometry into a (usually 2D) texture map.

Fixed Move Up Add phrase and link

  1. Also, since texture coordinates usually remain fixed for objects, any reconstruction (and triangle signal sampling) is consistent over subsequent frames.

Information Move Up Add phrase and link

  1. Texture coordinates in texture space are derived using information determined at the time of surface mesh generation. (Web site)

Default Move Up Add phrase and link

  1. By default, the texture matrix is the identity, so the texture coordinates you explicitly assign or those that are automatically generated remain unchanged. (Web site)

Assignment Move Up Add phrase and link

  1. Assignment of texture coordinates is often done in an explicit fashion (i.e., specific texture values are attached to each object vertex).
  2. Note to ambitious students: I had planned an assignment here to calculate texture coordinates yourself, to map over whatever geometry you like. Move Up

Algorithm Move Up Add phrase and link

  1. Our algorithm optimizes the use of texture space by computing a warping function for the image and new texture coordinates.

Specified Move Up Add phrase and link

  1. Note that texture coordinates are specified along with vertex coordinates. (Web site)

Vertices Move Up Add phrase and link

  1. When using nonplanar color values or texture coordinates, there isn't a correct way to generate new values associated with clipped vertices.
  2. Subsequent calls to glVertex*() result in those vertices being assigned the current texture coordinates. (Web site) Move Up

Different Way Move Up Add phrase and link

  1. I had to come up with a way to use only one material, and to deal with texture coordinates in a different way.

Corner Move Up Add phrase and link

  1. By default, the texture coordinates at each corner are the same as the surface parameters (s=u, t=v).

Normal Vector Move Up Add phrase and link

  1. A vertex is a position along with other information such as color, normal vector and texture coordinates. (Web site)

Texture Mapping Move Up Add phrase and link

  1. Environment mapping is a form of texture mapping in which the texture coordinates are view-dependent. (Web site)
  2. Texture mapping on the GPU normally requires that objects be parameterized with texture coordinates, which can be difficult with certain types of models. (Web site) Move Up

Unit Square Move Up Add phrase and link

  1. The correspondence between these texture coordinates and the corners of the unit square is given by the following table.

Change Move Up Add phrase and link

  1. No change is made to the z coordinate of the current raster position, or to the current raster color, index, or texture coordinates. (Web site)

Current Values Move Up Add phrase and link

  1. In the first two cases, the texture coordinates are the current values of the predefined variables (s,t). (Web site)

Sets Move Up Add phrase and link

  1. Sets the texture transform object used to transform texture coordinates. (Web site)
  2. Sets the current texture coordinates (s, t, r, q). (Web site) Move Up

Set Move Up Add phrase and link

  1. At the bare minimum, a texture map must be specified, texture mapping must be enabled, and appropriate texture coordinates must be set at each vertex.

Fig Move Up Add phrase and link

  1. ON the other hand, the texture coordinates shown in FIG. 6A are fixed as they are initially inputted while the cubic body is variably rotated. (Web site)

Wrapping Move Up Add phrase and link

  1. To see the effects of wrapping, you must have texture coordinates that venture beyond [0.0, 1.0]. (Web site)

Colors Move Up Add phrase and link

  1. For this reason, you're more likely to encounter this problem with colors than texture coordinates.

Range Move Up Add phrase and link

  1. When texture coordinates go outside the range of 0.0 to 1.0, they are either clamped to the surface or repeated.

Matching Move Up Add phrase and link

  1. The solution of previous problem is blending of texture colors around the matching texture coordinates. (Web site)
  2. The normal map mode generates texture coordinates (s,t,r) matching the vertex's transformed eye-space normal. (Web site) Move Up

Repeating Move Up Add phrase and link

  1. During repeating, the integer part of texture coordinates is ignored, and copies of the texture map tile the surface. (Web site)

Triangle Move Up Add phrase and link

  1. As exemplified by FIG. 4, the texture coordinates are inputted to specify vertexes TA, TB and TC of another triangle. (Web site)

Opengl Move Up Add phrase and link

  1. To achieve these effects, let OpenGL automatically generate the texture coordinates for you, rather than explicitly assigning them with glTexCoord*(). (Web site)
  2. To perform environment mapping, all you have to do is create an appropriate texture map and then have OpenGL generate the texture coordinates for you. (Web site) Move Up

Value Move Up Add phrase and link

  1. In addition to location values, you can specify other items for each vertex, such as a color value, normal vector, and texture coordinates. (Web site)
  2. In these equations, u k and v k are the texture coordinates and y k is the color value at point k. Move Up

Values Move Up Add phrase and link

  1. The solution to this problem is to not use nonplanar color values and texture coordinates.
  2. A second reason the color or texture mapping might be incorrect for a clipped primitive is because the color values or texture coordinates are nonplanar. Move Up
  3. The texture coordinates at each corner of this unit square are given by providing a corresponding set of (s,t) values. Move Up

Texel Move Up Add phrase and link

  1. The texture coordinates determine which texel in the texture map is assigned to that vertex. (Web site)

Texels Move Up Add phrase and link

  1. When the texture coordinates are near the edge of the texture map, the nearest 2x2 array of texels might include some that are outside the texture map. (Web site)
  2. Texels which are closer to matching texture coordinates than obtained radius, should be blended. (Web site) Move Up

Clamp Move Up Add phrase and link

  1. CLAMP - clamps texture coordinates to be in the range [0,1].

Normal Vectors Move Up Add phrase and link

  1. The points can represent vertices, RGBA color data, normal vectors, or texture coordinates. (Web site)
  2. Of most interest are normal vectors and texture coordinates. Move Up

Interpolated Move Up Add phrase and link

  1. Texture coordinates are interpolated as a polygon is filled. (Web site)

Surface Move Up Add phrase and link

  1. In 3D computer graphics the position of a point on the surface of an object(not just a sphere) can be specified using its s and t texture coordinates. (Web site)
  2. Normal vectors are used for lighting effects, and texture coordinates are used when applying textures to the surface via texture mapping. (Web site) Move Up
  3. By the operation of the present invention, texture coordinates (u, v) are calculated for each point (x, y, z) on the surface of interest. Move Up

Normals Move Up Add phrase and link

  1. Points, colors, normals, or texture coordinates must be supplied over a surface instead of a curve. (Web site)

Textures Move Up Add phrase and link

  1. The library supports texture mapping with textures in up to 3-dimensions and automatic interpolation of texture coordinates. (Web site)

Texturing Move Up Add phrase and link

  1. If texturing is disabled, a rasterized fragment is passed on unaltered to the next stage of the GL (although its texture coordinates may be discarded). (Web site)

Texture Move Up Add phrase and link

  1. The texture transform can translate, scale, or rotate the texture coordinates before the texture is applied to the object. (Web site)
  2. Also, texture coordinates determine how much texture to add when moving pieces of the texture from texture memory to the computer display. (Web site) Move Up
  3. WRAP - repeats the texture by wrapping texture coordinates that are outside the range [0,1]. Move Up

Coordinates Move Up Add phrase and link

  1. FIGS. 3A and 3B are schematic diagrams showing examples of fill coordinates and texture coordinates inputted into the inventive texture mapping apparatus. (Web site)
  2. Importantly, the CPU 3 gives the initial values of the fill coordinates and the texture coordinates to the texture mapping unit 1. (Web site) Move Up
  3. The CPU 3 freely sets the fill coordinates and the texture coordinates according to commands of a user. (Web site) Move Up

Categories Submit/More Info

  1. Texture Mapping
  2. Vertex Move Up
  3. Coordinates Move Up
  4. Normals Move Up
  5. Interpolated Move Up

Related Keywords

    * Vertex
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  Short phrases about "Texture Coordinates"
  Originally created: April 04, 2011.
  Links checked: January 04, 2013.
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