Why are these UV display coordinates represented in 0-1 and pixels? Shouldn't they use only the 0-1 system?

Well, I have many UV coordinates of a 3D model in the range of 0-1 and many coordinates in apparent pixel values ​​in the range of 100-300.

How to find out which one to interpret the coordinates? Is there a standard or system for this?

I notice that every 3d mesh in the exported file can use any system. Is this a normal procedure, and if so, how to interpret the coordinates of the display of the UV texture to correctly display them in my 3d engine?

Examples of coordinates in the 0-1 system:

vt 1.04017 2.60853

vt -0.984585 -0.0106576

Examples of coordinates measured by a pixel:

vt -208.397 776.637

vt -208.397 32.6369
+3
1

3D-? , , UV-, 0-1, . (. OpenGL Direct3D).

+2

Source: https://habr.com/ru/post/1765326/


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