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Anatomy of a Texture

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Agentlien's Anatomy of a Texture is a September 2026 post on modern GPU texture memory layout from cross-platform porting work at 505 Games. A 1024x1024 BC7 RGBA example makes address math concrete.

Topics include BC7 block compression, texel swizzles and Morton ordering, mip chains and mip tails, 64 KiB tiles, and non-contiguous tiled heaps. The narrative follows debugging per-texel addresses when converting assets between PC and console rules.

Expect advanced C/C++ graphics background and comfort with memory layout diagrams.

Single self-contained page on the author's site with figures for the example texture.

Valuable for engine and tools programmers writing texture converters or porting content pipelines.