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Remove trilinear as this was wrong
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xoofx
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Not exactly: texture arrays are declared in HLSL as Texture2DArray for Texture2D and not as an array of texture, so it is quite different. They are almost acting as a 3D texture, where the z is a slice of the 2D Texture (in terms of uv, it is the w dimension). This has the benefit ofThe difference with 3D texture is that they are not supporting trilinear interpolation between the 2D slices but you can still select dynamically a Texture2D slice with a z/w component (anunlike an array of texture doesn't support that), the z/w component is rounded to the nearest integer to select the z/w slice. Concerning the memory, I believe this is equivalent, for performance, not sure they give a huge boost even when performingaccessing a trilinear filtering but this should be betterset of Texture2D compare to an array of texture (but they support dynamic indexing). Using Texture2DArray is also easier as you only need to bind it to a single slot. Lastly, an array of texture cannot be indexed dynamically unlike a Texture2DArray.

Not exactly: texture arrays are declared in HLSL as Texture2DArray for Texture2D and not as an array of texture, so it is quite different. They are almost acting as a 3D texture, where the z is a slice of the 2D Texture (in terms of uv, it is the w dimension). This has the benefit of supporting trilinear interpolation between the 2D slices (an array of texture doesn't support that). Concerning the memory, I believe this is equivalent, for performance, not sure they give a huge boost even when performing a trilinear filtering but this should be better. Using Texture2DArray is also easier as you only need to bind it to a single slot. Lastly, an array of texture cannot be indexed dynamically unlike a Texture2DArray.

Not exactly: texture arrays are declared in HLSL as Texture2DArray for Texture2D and not as an array of texture, so it is quite different. They are almost acting as a 3D texture, where the z is a slice of the 2D Texture (in terms of uv, it is the w dimension). The difference with 3D texture is that they are not supporting trilinear interpolation between the 2D slices but you can still select dynamically a Texture2D slice with a z/w component (unlike an array of texture), the z/w component is rounded to the nearest integer to select the z/w slice. Concerning the memory, I believe this is equivalent, for performance, not sure they give a huge boost even accessing a set of Texture2D compare to an array of texture (but they support dynamic indexing). Using Texture2DArray is also easier as you only need to bind it to a single slot.

Add array of texture cannot be indexed dynamically
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xoofx
  • 1.4k
  • 9
  • 11

Not exactly: texture arrays are declared in HLSL as Texture2DArray for Texture2D and not as an array of texture, so it is quite different. They are almost acting as a 3D texture, where the z is a slice of the 2D Texture (in terms of uv, it is the w dimension). This has the benefit of supporting trilinear interpolation between the 2D slices (an array of texture doesn't support that). Concerning the memory, I believe this is equivalent, for performance, not sure they give a huge boost even when performing a trilinear filtering but this should be better. Using Texture2DArray is also easier as you only need to bind it to a single slot. Lastly, an array of texture cannot be indexed dynamically unlike a Texture2DArray.

Not exactly: texture arrays are declared in HLSL as Texture2DArray for Texture2D and not as an array of texture, so it is quite different. They are almost acting as a 3D texture, where the z is a slice of the 2D Texture (in terms of uv, it is the w dimension). This has the benefit of supporting trilinear interpolation between the 2D slices (an array of texture doesn't support that). Concerning the memory, I believe this is equivalent, for performance, not sure they give a huge boost even when performing a trilinear filtering but this should be better. Using Texture2DArray is also easier as you only need to bind it to a single slot.

Not exactly: texture arrays are declared in HLSL as Texture2DArray for Texture2D and not as an array of texture, so it is quite different. They are almost acting as a 3D texture, where the z is a slice of the 2D Texture (in terms of uv, it is the w dimension). This has the benefit of supporting trilinear interpolation between the 2D slices (an array of texture doesn't support that). Concerning the memory, I believe this is equivalent, for performance, not sure they give a huge boost even when performing a trilinear filtering but this should be better. Using Texture2DArray is also easier as you only need to bind it to a single slot. Lastly, an array of texture cannot be indexed dynamically unlike a Texture2DArray.

Use term trilinear instead of bilinear
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xoofx
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Not exactly: texture arrays are declared in HLSL as Texture2DArray for Texture2D and not as an array of texture, so it is quite different. They are almost acting as a 3D texture, where the z is a slice of the 2D Texture (in terms of uv, it is the w dimension). This has the benefit of supporting bilineartrilinear interpolation between the 2D slices (an array of texture doesn't support that). Concerning the memory, I believe this is equivalent, for performance, not sure they give a huge boost even when performing a bilineartrilinear filtering but this should be better. Using Texture2DArray is also easier as you only need to bind it to a single slot.

Not exactly: texture arrays are declared in HLSL as Texture2DArray for Texture2D and not as an array of texture, so it is quite different. They are almost acting as a 3D texture, where the z is a slice of the 2D Texture (in terms of uv, it is the w dimension). This has the benefit of supporting bilinear interpolation between the 2D slices (an array of texture doesn't support that). Concerning the memory, I believe this is equivalent, for performance, not sure they give a huge boost even when performing a bilinear filtering but this should be better. Using Texture2DArray is also easier as you only need to bind it to a single slot.

Not exactly: texture arrays are declared in HLSL as Texture2DArray for Texture2D and not as an array of texture, so it is quite different. They are almost acting as a 3D texture, where the z is a slice of the 2D Texture (in terms of uv, it is the w dimension). This has the benefit of supporting trilinear interpolation between the 2D slices (an array of texture doesn't support that). Concerning the memory, I believe this is equivalent, for performance, not sure they give a huge boost even when performing a trilinear filtering but this should be better. Using Texture2DArray is also easier as you only need to bind it to a single slot.

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xoofx
  • 1.4k
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