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TextureMapping Enumeration

Defines how texture coordinates are generated

Real-time applications typically require full UV coordinates. So the use of GenerateUVCoords step is highly recommended. It generates proper UV channels for non-UV mapped objects, as long as an accurate description of how the mapping should look like is given.


Namespace: Internal.Assimp
Assembly: NeoAxis.Core (in NeoAxis.Core.dll) Version: 2026.2.1.0 (2026.2.1.0)
Syntax
C#
public enum TextureMapping
Members
Member nameValueDescription
FromUV0 Coordinates are taken from the an existing UV channel.

The AI_MATKEY_UVWSRC key specifies from the UV channel the texture coordinates are to be taken from since meshes can have more than one UV channel.

Sphere1 Spherical mapping
Cylinder2 Cylinder mapping
Box3 Cubic mapping
Plane4 Planar mapping
Unknown5 Unknown mapping that is not recognied.
See Also