We’re still showing all 1280×720 texels of the texture map, but we’re trying to fit it in a screen space that is clearly less than 1280×720 pixels. We’re now looking at the texture on a plane object, with an off-center camera. Currently, our pixels and our texels are perfectly in line, but now lets project the texture onto the scene from a 3d object: We now refer to the pixels on the screen as pixels (picture elements), and the pixels in the texture map as texels (texture elements). We now have a 1280×720 ‘texel’ image projected on a 1280×720 pixel screen, and hopefully you start to see why we need the distinction between the two names. Next, we’ll project it onto a screen that just happens to be the same resolution as the image. Here’s a fairly boring texture, if you view it in its full size you’ll see the individual ‘texels’ in the image. So why the need for two names for a pixel? let’s take a look a texture: The issues of mixing texture sizes will be shown in the following section.Ī texel is the name we give to a pixel in a texture map when we consider it in a 3D environment. If however, you are not able to produce all of your texture assets at this size, I would recommend choosing a lower standard texture size, rather than mismatching different texture sizes. I would, therefore, recommend using a standard texture size of 2048×2048 if possible.
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