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You are free: to share – to copy, distribute and transmit the work; to remix – to adapt the work; Under the following conditions: attribution – You must give appropriate credit, provide a link to the license, and indicate if changes were made.
Original file (SVG file, nominally 266 × 100 pixels, file size: 6 KB) This is a file from the Wikimedia Commons . Information from its description page there is shown below.
When a texel is requested that is outside of the texture, one of two techniques is used: clamping or wrapping. Clamping limits the texel to the texture size, moving it to the nearest edge if it is more than the texture size. Wrapping moves the texel in increments of the texture's size to bring it back into the texture. Wrapping causes a texture ...
Original file (SVG file, nominally 667 × 667 pixels, file size: 2 KB) This is a file from the Wikimedia Commons . Information from its description page there is shown below.
This image or media file may be available on the Wikimedia Commons as File:Facebook f logo (2021).svg, where categories and captions may be viewed. While the license of this file may be compliant with the Wikimedia Commons, an editor has requested that the local copy be kept too.
This image shows the results of overlaying each of the above transparent PNG images on a background color of #6080A0. Note the gray fringes on the letters of the middle image. This shows how the above images would look when, for example, editing them. The grey and white check pattern would be converted into transparency.
In computer graphics, a texture atlas (also called a spritesheet or an image sprite in 2D game development) is an image containing multiple smaller images, usually packed together to reduce overall dimensions. [1] An atlas can consist of uniformly-sized images or images of varying dimensions. [1]
The general method of scaling remains the same, whereby the 8 corners of the cuboid do not scale, similar to the 4 corners present in 9-slice scaling. The central core scales in 3 dimensions. The 6 faces of the cuboid scale in 2 dimensions. The remaining 12 edge pieces scale in 1 dimension. All of which are relative to the actual scaling applied.