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DannyRuijters committed May 26, 2015
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16 changes: 8 additions & 8 deletions readme.md
Expand Up @@ -27,12 +27,12 @@ your `tex1D`, `tex2D` and `tex3D` calls by one of the following:

2D textures:

`cubicTex2D(texture tex, float x, float y)`
`cubicTex2D(texture tex, float x, float y)`
`cubicTex2D(texture tex, float2 coord)`

3D textures:

`cubicTex3D(texture tex, float x, float y, float z)`
`cubicTex3D(texture tex, float x, float y, float z)`
`cubicTex3D(texture tex, float3 coord)`

Whereby the texture coordinates `coord` are expressed in absolute pixel
Expand Down Expand Up @@ -120,12 +120,12 @@ Using layered textures
----------------------

It is possible to use the cubic interpolation texture lookups with
layered textures. In order to do this, you need to add:
`#define cudaTextureType2DLayered`
to your code, and replace the calls to:
`tex2DLayered(texture tex, float x, float y, int layer)`
with:
`cubicTex2DLayered(texture tex, float x, float y, int layer)`
layered textures. In order to do this, you need to add:
`#define cudaTextureType2DLayered`
to your code, and replace the calls to:
`tex2DLayered(texture tex, float x, float y, int layer)`
with:
`cubicTex2DLayered(texture tex, float x, float y, int layer)`
For 1D it works similarly.

Example programs
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