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* Texture Coordinates |
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* The texture (or UV) coordinates in the input base-texture's space. These are normalized into the (0,1) range along
* both axes.
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* World Space |
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* A point in the same space as the world bounds of any display-object (i.e. in the scene graph's space).
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* Physical Pixels |
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* This is base-texture's space with the origin on the top-left. You can calculate these by multiplying the texture
* coordinates by the dimensions of the texture.
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