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Texture System: Added Engine_Texture.h with ITexture<ColorT> and composable adapters including ContextTexture, FunctionTexture, TextureWrapper, ViewportTexture, ClippedTexture, RepeatedTexture, and ConvertTexture.
Continuous Texture Sampling: Added Engine_Texture2D.h with ITexture2D<ColorT>, FunctionTexture2D, Texture2DWrapper, NativeTexture2D, ViewportTransformTexture2D, and NativeTextureAdaptMethod for nearest-neighbor and bilinear sampling.
Textured Rendering Payloads: Added Engine_TextureGraphics.h with TexturedColor<ColorT>, TexturedColorInterpolator, TexturedColorScalableInterpolator, and TextureSamplingGraphics for UV-aware rendering through the existing 2D and 3D pipelines.
Known Limitations
Texture UV Precision: Texture sampling near integer or upper-bound UV edges can still exhibit minor artifacts caused by floating-point precision and boundary mapping behavior. This is currently acknowledged and intentionally left unresolved.