I know for 2d textures, you either use tex coords between 0 and 1 (outside has some wrap policy) or you use 0 to width/height (if the texture has rectangular coordinates).
When experimenting with initializing 3d textures, it seemed as if I could create a 3d texture that had each dimension completely different (and non-power of two)-> the 2d slices were rectangular, and the number of slices (depth) was different from both width and height.
I did not try accessing this oddly shaped texture, but I’m wondering if it has similar access policies when it’s not a cube. I didn’t have to use a different texture target to get rectangular textures, so I’m thinking that 3d texture access still uses normalized texture coordinates.
Does anyone know this for sure? If not I’ll try to figure it out and post the results.