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_S
and TEXTURE_WRAP_T
and GLSL has aliases so if texture coord is in a vec
you can access it with
someVec.st
but not
someVec.uv (these would be the 3rd and 4th elements of the vector)
And yet pretty much every modeling package calls them UVs – Maya, Blender, Unity, Unreal, 3ds Max
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?