-A texture can consinst of a stack of images, called a mipmap. The dimensions
-of each mipmap level are half that of the previous level. The mipmap stack
-can be used for texture minification; see the Sampler class for details.
+Memory must be allocated for the texture by calling storage(). Each subclass
+provides this function with parameters appropriate to that type of texture.
+Contents can then be modified using the image() and sub_image() functions
+provided by subclasses.
+
+Most types of textures can consist of a pyramid of images, called a mipmap.
+The dimensions of each mipmap level are half that of the previous level.
+
+Textures can be used as either a data source or target for draw commands. To
+read from a texture in a shader, it must be paired with a Sampler to determine
+how the texels are accessed. To draw into a texture, it must be attached to a
+Framebuffer.