Texture3D Coordinate Order

This should be a quick question (though a quick search of the internet didn't find anything, and I don't have time right now to write a quick test): what order are texels of a volume texture in when returned from Texture3D.GetData In other words, if I were to write a loop to read texture coordinates, would I write "for x, for y, for z" or "for z, for y, for x" (or uvw would probably be more correct).



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Texture3D Coordinate Order

  • Don D in Tucson

    X changes fastest, Z slowest. So with nested for loops, you'd want Z in the outermost loop and X in the inner.


  • Texture3D Coordinate Order