These patches add support for texture arrays. tl;dr q&a
- what?
Think texture atlas without any drawbacks. Uses only one slot, no mipmap bleeding.
- where?
>= dx10 hw, >= gles 3.0 hw, some lower hw via extensions (some high-end androids for example)
- dx?
GL only. See above, can't be done in dx9.
- usable for...?
Much greater batching, or texture variety (splatting etc). Just like an atlas but with less downsides.
- why via textures and not IImages?
Because it's very likely you use some of those textures elsewhere too, standalone. Forcing a re-read and re-decode from images makes no sense.
- drawbacks?
The current code doesn't support custom mip levels. There's also no check that the sent textures are in the same color format (they need to be).
Neither is a big issue, as very rarely anyone needs manual mip levels, and all loaded images default to 32-bit RGBA.
Picture of the attached demo app, showing off a two-layer array texture:
![Image](http://i50.tinypic.com/2j14j1h.png)