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in this lecture we will look at how a texture is applied to the surface of a polygon and how to make the process more efficient given a polygon by default when a texture is attached to it that texture is stretched across the entire surface whats actually happening is that each of the vertices of the polygon are mapped to points in the texture these points on the 2d texture that are equivalent to the polygons vertices are called uvs they are called uvs as historically the coordinate system used for them which was an equivalent to the xyz of 3d space was uvw in 2d the w is superfluous and is usually dropped though it is still used for internal calculations that you never see uv values for a texture always range between 0 and 1 with 0 0 being the bottom left and 1 1 being the top right in a 2d plane the u is equivalent to an x measuring horizontally and the v is equivalent to a y measuring vertically uvs are mapped to the vertices of a 3d plane in anticlockwise order this is the same mat