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Maps the texture texture_image using uv_map.
tfg.rendering.texture.texture_map.map_texture( uv_map: tfg_type.TensorLike, texture_image: tfg_type.TensorLike, tiling: bool = False, interpolation_method: Text = 'bilinear', name: Text = 'map_texture' ) -> tf.Tensor
The convention we use is that the origin in the uv-space is at (0, 0), u corresponds to the x-axis, v corresponds to the y-axis, and the color for each pixel is associated with the center of the corresponding pixel. E.g. if we have a texture [[1, 2], [3, 4]], then the uv-coordinates that correspond to the values 1, 2, 3, and 4 are (0.25, 0.75), (0.75, 0.75), (0.25, 0.25), (0.75, 0.25), respectively. You can see that the v-axis starts from the bottom of the texture image as would be in cartesian coordinates and that by multiplying the uv-coordinates with the length of the texture image, 2, you can recover the pixel centers in this case, e.g. (0.25, 0.25) * 2 = (0.5, 0.5) corresponds to the bottom-left pixel color that is 3.
When a uv-coordinate corresponds to a point on the texture image that does not coincide with any of the pixel centers, bilinear interpolation is applied to compute the color value.
If the aspect ratio of the texture is not 1, the texture is compressed to fit into a square.
A tensor of shape