Say I want a cube map array of 10 cube maps, each of 2048x2048 resolution and with only 1 mipmap level.
I am currently trying to initialize is as:
glGenTextures(1, &shadowMapArray);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARRAY, shadowMapArray);
glTexStorage3D(GL_TEXTURE_CUBE_MAP_ARRAY,1, GL_R8, 2048, 2048, 10);
Which returns a GL_INVALID_VALUE enumerator.