I don’t think there is any such convention. I’ve called UV coordinates ‘texels’ as long as I can remember and I definitely mean 0-1 when I do.
…but it’s worth confirming I guess.
I don’t think there is any such convention. I’ve called UV coordinates ‘texels’ as long as I can remember and I definitely mean 0-1 when I do.
…but it’s worth confirming I guess.
I used the glsl naming, I saw in shader from G3D
from Sampler (GLSL) - OpenGL.org
Texture coordinates may be normalized or in texel space. A normalized
texture coordinate means that the size of the texture maps to the
coordinates on the range [0, 1] in each dimension. This allows the
texture coordinate to be independent of any particular texture’s size. A
texel-space texture coordinate means that the coordinates are on the
range [0, size], where size is the size of the texture in that dimension.
But I’m learning