As is.
The texture is mapped according to the object's center (0,0 coordinate), and the texture will move with the object.
The texture is mapped to the scene's 0,0 coordinates. The texture will remain stable, even if objects move, as though the
object is "swimming" in a texture. As long as the object does not move, the texture will remain constant.
The texture is mapped relative to the camera's center. In this coordinate system, the camera is the center of the "world,"
with an up vector, looking toward the negative Z axis. The result resembles an image projected from a camera. The texture
will move with the camera and will be affected by any scaling, rotation and translation.
The texture is centered onto the camera, projected like World Space, but the Z value is set to 0.
The texture is centered onto a light, projected like World Space.
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