- A "face" simply specifies one of the six images at a level in a cubemap (and its optional mip pyramid).
A "face" simply specifies one of the six images at a level in a cubemap (and its optional mip pyramid).
It is helpful to think of level L of your mipmapped cube array texture as consisting of a 2D array of images, with exactly six columns comprising the six faces of the logical cube, and the N rows corresponding to the N layers of the array (some APIs call these "slices"). This is because non-array Cube textures are already structured like 2D arrays with exactly 6 layers.
This is correct with the exception that it would refer to the entire mip pyramid for that layer-face. Regarding the 2D array of faces and layers i just mentioned, OpenGL uses a single index for this 2d array, "unrolls" it, and calls this 1D index a "layer-face".
Yes, but again, encompasses the mip pyramids for each layer-face image in that layer
Depends on the context, could be either.
It is helpful to think of level L of your mipmapped cube array texture as consisting of a 2D array of images, with exactly six columns comprising the six faces of the logical cube, and the N rows corresponding to the N layers of the array (some APIs call these "slices"). This is because non-array Cube textures are already structured like 2D arrays with exactly 6 layers.
This is correct with the exception that it would refer to the entire mip pyramid for that layer-face. Regarding the 2D array of faces and layers i just mentioned, OpenGL uses a single index for this 2d array, "unrolls" it, and calls this 1D index a "layer-face".
Yes, but again, encompasses the mip pyramids for each layer-face image in that layer
Depends on the context, could be either.