texcoord
Texcoord, short for texture coordinate, refers to the coordinates used to sample a texture when rendering a surface. Most commonly, a texcoord consists of two components, (u, v), defined in the texture’s coordinate space and typically in the range [0, 1]. These coordinates map points on a surface to points in a texture image, enabling the texture to appear on the geometry.
Texcoords are usually supplied per vertex as part of the vertex data. During rasterization, values are interpolated
Textures can be more than simple 2D images. 3D textures use three coordinates (u, v, w) for
Wrapping and filtering control how texcoords outside the standard range are handled and how texture data is
In shader code, texcoords are fed into texture samplers to obtain color data for rendering. Different graphics