Examples

After texture coordinates are converted to Tile Space, they may be wrapped, clamped, or mirrored. Figure 13.10.1 shows how wrapping, mirroring, and clamping affect the tile-relative coordinates. The S and T coordinates have independent controls for wrapping, mirroring, and clamping.

Figure 13.10.1 Wrapping, Mirroring, and Clamping

Figure 13.10.2 Wrapping Within a Texture Tile

Figure 13.10.3 Example of Texture Decals

Copyright © 1999 Nintendo of America Inc. All Rights Reserved Nintendo and N64 are registered trademarks of Nintendo Last Updated January, 1999