The texture process begins with addressing a model's UV coordinates.
纹理过程始于处理模型UV坐标。
A vertex must be split if it has multiple normals, UV coordinates or vertex colors.
如果有多个法线,UV坐标或顶点颜色的顶点必须分割。
And, the area element in uv coordinates, let me call that dA prime just to make it look different.
然后,在uv坐标系内,把面积元素定义为dA,只是为了让他们看起来不同。
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