WoW:SetTexCoord Transformations: Difference between revisions

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== An Analogy ==
== An Analogy ==
Think of the image as a sheet of infinitely flexible rubber, with a feint set of grid lines rules on it. There's an origin, and coordinates, and the contents of the image file is printed onto the rubber between (0,0) an (1,1) and extends as far as you want in each direction.
Think of the image as a sheet of infinitely flexible rubber, with a faint set of grid lines rules on it. There's an origin, and coordinates, and the contents of the image file is printed onto the rubber between (0,0) an (1,1) and extends as far as you want in each direction.


Think of the Texture frame element as a rigid rectangular frame, with an attachment point at each of the four corners. The rubber image sheet is attached to each corner of the frame, and then stretches between these points. Anything outside the edge of the frame can be ignored, what's within the edges of the frame is what you see on screen.
Think of the Texture frame element as a rigid rectangular frame, with an attachment point at each of the four corners. The rubber image sheet is attached to each corner of the frame, and then stretches between these points. Anything outside the edge of the frame can be ignored, what's within the edges of the frame is what you see on screen.