Texture mapping associates surface locations with values sampled from an image or other texture data. In a common two-dimensional case, each vertex carries coordinates identifying a location in the texture. Rasterization interpolates the coordinates, and a fragment shader uses them to obtain a color or another surface parameter.[ref]
The OpenGL Graphics System Version 4.6 Core Profile by Khronos Group. Chapter 8, Textures; Chapter 15, fragment-shader inputs
For example, a square wall can use , , and at its corners so a rectangular image covers it once. Repeating coordinates from zero to four can tile the same image when the wrapping mode allows repetition. The mapping is separate from sampling: nearest-sample selection and interpolation can give visibly different results from identical coordinates.
When a tilted surface is viewed through perspective projection, equal distances on the surface need not occupy equal distances on screen. Correct interpolation must account for that projection. A texture also supplies data rather than an automatic physical material model: a stored color and the light reflected toward the camera are different quantities.
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