The game featured texture mapped polygon-modelled tracks and cars.
The model must be texture mapped to add colors and texture to the surface and it must be given a skeleton for animation.
Given a square texture mapped on to a square surface in the world, at some viewing distance the size of one screen pixel is exactly the same as one texel.
In 1992, Ultima Underworld was among the first to feature texture mapped environments, polygonal objects, and basic lighting.
The floors and ceilings are also not texture mapped.
In order for a polygonal mesh to have textures mapped onto it, it needs coordinates that tell the polygon how it's textured.
Each window is treated as an OpenGL surface, and the bitmap that makes up the window's contents is the "texture" mapped on that surface.
The goal of Terminal Reality was to exploit texture mapped 3D game engines, with only $1000, and working out of Brett Combs' home.