Rerun C++ SDK
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Component: A 2D texture UV coordinate. More...
#include <rerun/components/texcoord2d.hpp>
Public Member Functions | |
Texcoord2D (float u, float v) | |
Construct Texcoord2D from u/v values. | |
float | u () const |
float | v () const |
Texcoord2D (rerun::datatypes::Vec2D uv_) | |
Texcoord2D & | operator= (rerun::datatypes::Vec2D uv_) |
Texcoord2D (std::array< float, 2 > xy_) | |
Texcoord2D & | operator= (std::array< float, 2 > xy_) |
operator rerun::datatypes::Vec2D () const | |
Cast to the underlying Vec2D datatype. | |
Public Attributes | |
rerun::datatypes::Vec2D | uv |
Component: A 2D texture UV coordinate.
Texture coordinates specify a position on a 2D texture. A range from 0-1 covers the entire texture in the respective dimension. Unless configured otherwise, the texture repeats outside of this range. Rerun uses top-left as the origin for UV coordinates.
0 U 1 0 + ------— → | . V | . | . 1 ↓ . . . . . .
This is the same convention as in Vulkan/Metal/DX12/WebGPU, but (!) unlike OpenGL, which places the origin at the bottom-left.