Textures are simply rectangular arrays of data - for
example, color data, luminance data, or color and alpha
data.
Notice how the texture is distorted to match the
distortion of the quadrilateral. In this case, it is
stretched in the x direction and compressed in the y
direction; there is a bit of rotation and shearing going
on as well.
Depending on the texture size, the
quadrilateral's distortion, and the size of the screen
image, some of the texels might be mapped to more than
one fragment, and some fragments might be covered by
multiple texels.
Filtering operations must be performed to map texels to
fragments.
This is a link to a tutorial that demonstrats 3-dimensional texturing.