Texture Views

So far, we have considered textures to be large buffers of data that have a specified format and consume a fixed amount of storage space. The amount of space depends on the format and on other parameters such as the texture’s dimensions and whether it has mipmaps or not. However, conceptually, the format and to some extent the dimensions can be separated from the size of the underlying storage requirements of a texture. For example, many texture internal formats will consume the same number of bits per texel, and in some cases it is possible to interpret textures with various different dimensionalities—perhaps taking a single slice of an array texture and treating it as a single 2D texture, say.

OpenGL allows you to share a single ...

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