Class representing the state of a single texture unit during a Pass of a Technique, of a Material.
Texture units are pipelines for retrieving texture data for rendering onto your objects in the world. Using them is common to both the fixed-function and the programmable (vertex and fragment program) pipeline, but some of the settings will only have an effect in the fixed-function pipeline (for example, setting a texture rotation will have no effect if you use the programmable pipeline, because this is overridden by the fragment program). The effect of each setting as regards the 2 pipelines is commented in each setting.
When I use the term 'fixed-function pipeline' I mean traditional rendering where you do not use vertex or fragment programs (shaders). Programmable pipeline means that for this pass you are using vertex or fragment programs.