# How to deal with texture coordinates without range?

I have a set of given texture coordinates(u,v coordinates), but they are ranging from (-inf, inf), contradicting the [0,1] convention.

I tried to do a rescaling by value = (value - min) / (mac - min). But if I have a rectangle which composed of two triangles, four vertices. Suppose the u,v coordinates are  -0.260944 0.490887 3.619507 0.490887 3.619507 -3.043434 -0.260944 -3.043434 

After scaling, the coordinates would be mapped to exact -1 and 1, resulting in wrong texture.

So how should I deal with this kind of texture coordinates?

• I agree with Tom K's answer in general. However, if you're actually getting values like inf, -inf, NaN or other special case numbers in your coords, that strongly suggests to me that something went wrong when the coords were generated. Is you're reference to (-inf, inf) literal or did you just mean arbitrarily large negative & positive values? Sep 19 '17 at 16:57
• @Pikalek Hi! (-inf, inf) is a "range", not the actual value. I just want to indicate that there are negative coordinates smaller than -1. Sorry for the ambiguity. Sep 20 '17 at 0:50

• Thanks for the answer. I made a mistake in the question detail. I said the conventional uv coordinates are between [-1,1], then I found it should be [0, 1]. I think when encounter coordinates between [-1,0), I can simply add 1 to get its actual place on the texture? (e.g -0.6 -> 0.4) Sep 20 '17 at 2:06