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I've just started to learn how to develop games and everything is new for me now.

I don't know where to start and I decided to start with Textures and there is something it is difficult to understand for me: Texture Tiling.

I'm not an English speaker and I have searched the meaning of tile and tiling on my own language (Spanish) and I think tile is a way to say repeat the texture across the model instead of stretching it.

I have found PolyCount Wiki and this is how they explain tiling:

Textures can be repeated across a model, by Tiling the TextureCoordinates.

My problem here is that I don't understand the meaning of Tiling. Can I replace Tiling with Repeating without changing the meaning of the sentence?

I have another question is about Texture Coordinates. On PolyCount Wiki they say that:

Texture coordinates are measured in a scale of 0.0 to 1.0, with 0.0 and 1.0 at opposite sides of the texture. When a model has a UV distance greater than 1 (for example, UV goes from -1 to 2) then the texture will tile across the model.

How can I know if I model has a UV distance greater that 1?

By the way, I'm using Unreal Engine, and on its Texture Coordinate element I don't understand the meaning of amount of tiling in their UTiling and VTiling properties.

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You shouldn't care about checking if the UV coordinates are bigger than 1. Every Graphics API (D3D and OpenGL) handles such UV coordinates by taking the modulo 1 of them.

Tiling in graphics world means almost the same thing as in the real world. You take a small piece of texfure abd your repeat it over and over until it fills the whole surface.

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  • \$\begingroup\$ Thanks. I'm using Unreal Engine and I don't understand the usage of UTiling and VTiling, docs.unrealengine.com/latest/INT/Engine/Rendering/Materials/…. What does "amount of tiling" means? \$\endgroup\$
    – VansFannel
    Oct 5, 2016 at 8:00
  • \$\begingroup\$ UTiling: tile on the U axis; VTiling: tile on the V axis. Amount of tiling means how much it should be repeated \$\endgroup\$
    – Bálint
    Oct 5, 2016 at 8:59

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