Hello, Consider the following quote from this OpenGL ES for iOS Book:
And this quote:OpenGL ES supports several different sampling modes: Consider what happens when fewer fragments are produced for a triangle than the number of texels available in the bound texture. That can happen any time the texture with a large number of texels is mapped to a triangle that covers only a few pixels in the frame buffer. The opposite can happen, too. A texture containing few texels might be mapped to a triangle that produces many fragments in the frame buffer.
My question is how does one determine how many texels are in an image and how large those texels are. If I'm not mistaken 1 texel != 1 pixel, so you can't determine the number of texels by counting pixels. For example, the second quote describes an image with alternation black and white texels. How would you know if your image is composed of black and white texels.... who defines the texel size??If a texture is composed of alternating black and white texels