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- Filtering and addressing: `linear_clamp` sets linear min/mag and clamp‑to‑edge. Pixel art MAY prefer `nearest_*`. Tiling textures SHOULD use `Repeat` address modes.
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- Pipeline layout: Include all used layouts via `.with_layouts(...)` when creating the pipeline; otherwise binding state is incomplete at draw time.
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## Conclusion <aname="conclusion"></a>
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This tutorial implemented a complete 2D sampling path. It generated a
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checkerboard on the CPU, uploaded it as an sRGB texture, created a
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linear‑clamp sampler, and defined matching binding layouts. Shaders forwarded
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UV and sampled the texture; a mesh and render pipeline were built; commands
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were recorded using a centered viewport. The result renders a textured quad
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with correct color space handling and filtering.
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## Putting It Together <aname="putting-it-together"></a>
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- Full reference: `crates/lambda-rs/examples/textured_quad.rs`
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- Minimal differences: the example includes empty `on_detach` and `on_update` hooks and a log line in `on_attach`.
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- Discuss artifacts without mipmaps and how multiple levels would improve minification.
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