I know that texelFetch performs a lookup using texture coordinates with range [0, textureSize], and textureLod with range [0,1] both with explicit level of detail.
But I have noticed that textureLodOffset requires an offset as ivec2, int and so on. This seems to be the case for texelFetchOffset as well.
I can see why this makes sense for texelFetch, but I am not sure how it relates to textureLod.
I am used to computing the offset coordinate manually in the shader with something like coord.xy + 1/textureSize() for textureLod. I don't think this is causing any issues with performance etc, but I would like to know how we can use textureLodOffset with integer coordinates as specified in the documentation what makes their use different from texelFetchOffset.