I'm curious as to what the tradeoffs would be for using an array of samplers with the bindless texture extension over using texture arrays. It seems like there would likely be more overhead with sampler arrays. On the other hand, with texture arrays you are limited to 2048 slices on a lot of modern GPUs. You could potentially have a lot more than that with bindless, and each texture can have it's own dimensions and sampler properties.
Chris_FMember Since 04 Oct 2010
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