Texture Coordinate System

Texture space is a two-dimensional coordinate system denoted by (s; t).

 

In general, when a texture space is applied to an object and viewed from the outside, the axes formed by the increasing s-direction, t-direction and the surface normal vector will form a left-handed system.

 

Texture space is configured in a such manner that, when a pattern (such as image data) is applied, the origin of the pattern is located at its top-left corner with s increasing to the right of the image, and t to the bottom. Also, many texture space shaders operate within the unit square defined by 0 _ s; t _ 1, and the texture pattern will repeat outside of this range.

Texture space shaders have the same geometric positional information available to them just as material components, and they use this information to derive the corresponding texture space coordinates. These texture space coordinates may then be used by any wrapped textures that form part of the material definition. Texture spaces are assigned to objects in the same way as materials.

Important Note: The texture space function itself will only be called if any of the objects to which it is attached have materials that include one or more wrapped textures. In the case where an object uses a material with a component which operates in texture space, and no texture space is attached to the object, then a default texture coordinate system will be employed.