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URL:https://www.learndesk.us/class/5260830855659520/lesson/671f6d29c07a0051d4052fe13de75b4a?ref=outlook-calendar
SUMMARY:Texture Coordinates
DTSTART;TZID=America/Los_Angeles:20260509T190000
DTEND;TZID=America/Los_Angeles:20260509T200000
LOCATION:https://www.learndesk.us/class/5260830855659520/lesson/671f6d29c07a0051d4052fe13de75b4a?ref=outlook-calendar
DESCRIPTION: 
Texture coordinates, also called UVs, are pairs of numbers stored in the vertices of a mesh. These numbers are often used to stretch a 2D texture onto a 3D mesh, but they can be used for other things like coloring the mesh (see Vertex color), controlling the flow across the surface (see flow map), etc. Game engines commonly use two texture coordinates, U and V, for mapping the width and height of a texture. A third axis W can also be used for depth if you are using a 3D volume texture, but usually, this coordinate is removed for efficiency. Texture coordinates are measured on a scale of 0.0 to 1.0, with 0.0 and 1.0 at opposite sides of the texture. When a model has a UV distance greater than 1 (for example, UV goes from -1 to 2) then the texture will tile across the model. These numbers are usually hidden from the artist, replaced by helpful visual representations of how the textures are projected. Planes, cylinders, and spheres help the artist align the textures in a visual way,...

https://www.learndesk.us/class/5260830855659520/lesson/671f6d29c07a0051d4052fe13de75b4a?ref=outlook-calendar
STATUS:CONFIRMED
SEQUENCE:3
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