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10 Texturing
In this chapter
10.1 Overview
10.2 Texture Memory
10.3 1D Texturing
10.4 Texture As A Read Path
10.5 Texturing With Unnormalized Coordinates
10.6 Texturing With Normalized Coordinates
10.7 1D Surface Read/Write
10.8 2D Texturing
10.9 2D Texturing: Copy Avoidance
10.10 3D Texturing
10.11 Layered Textures
10.12 Mipmapped Textures
10.13 Cubemap Textures
10.14 Texture Gather
10.15 Optimal Block Sizing and Performance
10.16 Texturing Quick References
All chapters
10.1 Overview →