Textures are mapped onto a surface by rectangular texture areas. These texture areas lie parrallel to visible lines on the surface. A texture area describes which part of the surface will be texture mapped, as well as which texture will be applied to it and how. There can be several texture areas on the same surface, each with its own texture definitions.
In fact, texture areas are defined as rectangular areas in the parameter plane, similarly to trim curves. They may be manipulated in the same manner, though in practice the user never needs this facility except for possibly deleting texture areas.
Among the texture areas is shown the texture frame, representing the boundaries of the parameter plane. A texture can lie partly outside of the texture frame, extending either to the left or below it. This happens if the texture goes over the seam of a closed surface.
More complex texturing can be achieved by using bounding surfaces which allow surfaces to placed more generaly and also allows a texture to cross over several surfaces seamlesly.
The command RENDERÞGLWindow:Shaded View is intended for basic form checking, and never shows textures. The command RENDERÞGLWindow:Camera View is able to show material and some color image textures, but bounding surface texturing. It simulates bump maps by showing the gray scale image just as if it were an ordinary color image texture. All the possible texture definitions can be visualized with ExTrace.
DeskArtes is also quite unique in its ability to generate a flattened version of textured areas to give the shape of the required decal.