Is there some historical reason texture coordinates are often called UVs? I get that vertex positions are x, y, z but even OpenGL has
TEXTURE_WRAP_T and GLSL has aliases so if texture coord is in a
vec you can access it with
someVec.uv (these would be the 3rd and 4th elements of the vector)
Where does the term UVs come from? Is this a known part of computer graphics history or is the reason they are called UVs lost in pixels of cg time?