Opengl 4.3 best ways to deal with vertex data
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Note that virtually every function in OpenGL that deals with a texture's storage assumes that the texture may have mipmaps. Here is a table describing which texture types may have which values (mipmaps, array layers, and faces):
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Every image of a texture can therefore be uniquely referenced by the face, layer, and level indices. And each array layer has a number of faces. Each mipmap can have a number of array layers. Another way to think of it is that a texture has a number of mipmap levels. The first index is the mipmap level, the second is the array layer, and the third is the cube map face. Therefore, a texture can be thought of as a three-dimensional array of images. Note that for cubemap array textures, the layer and face are combined into layer-faces.
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