Coloring Vertices of an object

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

  • texelFetch() use ivec —> texel
  • sampler2D use float —> uv or tc

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