I am currently trying to bind multiple Textures to a Computeshader. Because there is only a small limited amount of image unites available, I thought of binding a TextureArray
with the advantage of doing less bindings with more Textures. As far as I know TextureArrays
can only be typed by Sampler with sampler2DArrays
. I however am useing images so i can use imageLoad()/imageStore()
. Is there a workaround to use TextureArrays
with image2D
or am I forced to use other methodes like Texture Atlases
?
There is a specialised image type for 2d array textures: gimage2DArray
. imageLoad
and imageStore
have overloads that allow to access array images with a 3-dimensional index where the third dimension specifies the array level.