Texture2DDescription texture2DDescription = new Texture2DDescription(); texture2DDescription.ArraySize = 8;
That means it has to be of dynamic usage and write to before each draw call. Isn't that kind of performance heavy, if I have say an array size of 8 and the height maps would be something like 256 * 256? But maybe it's worth the fact that it's 7 less draw calls if you fill a batch with 8 patches...? Thoughts?
Thanks in advance!