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How do I know how to map lets say (3,4) to (u,v)? First of all, your assumption is wrong. You don't transform position coordinates to uv coordinates, your vertice already has a uv coordinate. Like the following: Where (100,125) is the position of the first vertex (in pixels) and (0,0) is the UV coordinate. Mapping that point to the texture is a ...


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Each of the vertexes of the triangle will have a u,v coordinate assigned. When the triangle is projected onto the screen each point that is displayed on screen will have a set of barycentric coordinates. Then to get the texture coordinate you just take the average of the texture coordinates weighted by the barycentric coordinates. In openGL this is done ...


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UVs touching the border is pretty routine. However a related thing you probably want to know about is repeating vs. clamp texture; the idea is to set the image so that borders are rendered correctly.



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