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Real-Time 3D Graphics with WebGL 2 - Second Edition

You're reading from  Real-Time 3D Graphics with WebGL 2 - Second Edition

Product type Book
Published in Oct 2018
Publisher Packt
ISBN-13 9781788629690
Pages 500 pages
Edition 2nd Edition
Languages
Authors (2):
Farhad Ghayour Farhad Ghayour
Profile icon Farhad Ghayour
Diego Cantor Diego Cantor
Profile icon Diego Cantor
View More author details
Toc

Table of Contents (14) Chapters close

Preface 1. Getting Started 2. Rendering 3. Lights 4. Cameras 5. Animations 6. Colors, Depth Testing, and Alpha Blending 7. Textures 8. Picking 9. Putting It All Together 10. Advanced Techniques 11. WebGL 2 Highlights 12. Journey Ahead 13. Other Books You May Enjoy

Using Texture Coordinates

Before we apply our texture to our surface, we need to figure out which part of the texture maps onto which part of the surface. We do this through another vertex attribute known as texture coordinates.

Texture coordinates are two-element float vectors that describe a location on the texture that coincides with that vertex. You may think that it would be most natural to have this vector be an actual pixel location on the image; instead, WebGL forces all of the texture coordinates into a 0 to 1 range, where (0, 0) represents the top left-hand side corner of the texture and (1, 1) represents the bottom right-hand side corner, as shown in the following image:

This means that, in order to map a vertex to the center of any texture, you would give it a texture coordinate of (0.5, 0.5). This coordinate system holds true even for rectangular textures.

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