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| | Steven Kent - Computer Games / 3D Artist (Site not responding. Last check: 2007-10-06) |
 | | texture filtering method, specifically for non-square filtering, usually of textures shown in radical perspective (such as a pavement texture as seen from a camera lying on the road). |
 | | The engine uses three texture coordinates, commonly called U, V, and W. U is the width of the texture, V is the height, and W is used for depth if you are using a 3D procedural texture. |
 | | Tiling is a common method of using the smallest texture possible to cover a large area, like a small texture of a couple bricks tiling across a large polygon, creating a big brick wall. |
| www.stevenkent.net /glossary.htm (6852 words) |
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