1

I've got a 3D modeling program exporting a UV mapped 3D model.

However the UV coordinates seem to be invalid or using a system I don't understand. I need help in understanding how UV coordinates map to the pixels of the bitmap (X, Y)

I've got a couple of textures in the range of 150x100 to 200x600. Here are some extracts:

    vt 1.04017 2.60853

    vt -208.397 776.637

    vt -0.984585 -0.0106576

    vt -208.397 32.6369

Based on the above data, considering the maximum measurable pixel is 600, are the 700+ UV coordinates wrapping back to the start of the image? And are the <0 UV coordinates measuring from the end of the image backward?

Robin Rodricks
  • 110,798
  • 141
  • 398
  • 607

1 Answers1

2

Yes, those values repeat the same image. Wrapping mode can be controlled in your code.

SurvivalMachine
  • 7,946
  • 15
  • 57
  • 87
  • Well, I've got many UV coordinates clearly in the range 0-1 and many coords in seemingly pixel values in the range 100-300. How do I know which one to interpret the coordinates as? Is there a standard or system for this? – Robin Rodricks Sep 17 '10 at 15:20
  • 1
    The convention is that UVs are in the range 0 to 1, inclusive. Deviating from that convention by using numbers outside of the range happens, but the exactly meaning of the values then usually becomes context-specific. Pixels are a good guess though. –  Sep 17 '10 at 16:12