# Wrapping (graphics)

In computer graphics, wrapping is the process of limiting a position to an area. A good example of wrapping is wallpaper, a single pattern repeated indefinitely over a wall. Wrapping is used in 3D computer graphics to repeat a texture over a polygon, eliminating the need for large textures or multiple polygons.

To wrap a position x to an area of width w, calculate the value ${\displaystyle x'\equiv x{\pmod {w}}}$.

## Implementation

For computational purposes the wrapped value x' of x can be expressed as

${\displaystyle x'=x-\lfloor (x-x_{min})/(x_{max}-x_{min})\rfloor *(x_{max}-x_{min})}$

where ${\displaystyle x_{max}}$ is the highest value in the range, and ${\displaystyle x_{min}}$ is the lowest value in the range.

Pseudocode for wrapping of a value to a range other than 0-1 is

 function wrap(X, Min, Max: Real): Real;
X := X - Int((X - Min) / (Max - Min)) * (Max - Min);
if X < 0 then //This corrects the problem caused by using Int instead of Floor
X := X + Max - Min;
return X;


Pseudocode for wrapping of a value to a range of 0-1 is

 function wrap(X: Real): Real;
X := X - Int(X);
if X < 0 then
X := X + 1;
return X;


Pseudocode for wrapping of a value to a range of 0-1 without branching is,

 function wrap(X: Real): Real;
return ((X mod 1.0) + 1.0) mod 1.0;