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Render to Texture Array or Texture Atlas?

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[quote name='Funkymunky' timestamp='1313030563' post='4847469']
I'm going to render a scene from 4 different angles, depths only. Would it be better to render to a texture array, or to render to different parts of the same texture to create an atlas?
[/quote]

Older hardware doesn't support texture arrays, but if thats a non issue then use them.
If you are using texture arrays, then you can also use geometry shaders to have the 1 draw call distribute into each of the rendertargets with a different camera matrix simultaneously.

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Yeah as I've thought about it it seems like atlas would be faster, since a texture array is still going to have to swap between multiple textures. However, the atlas is only really feasible if I want something like 4 renders. Anything more and I'd probably be better suited to a texture array.

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Don't forget to add bias when rendering into atlas (use slightly higher FOV for projection matrices).
Also, if you want to render everything in a single pass (like Digitalfragment suggested- so that you don't need 4 passes) you can use instancing if geometry shaders are not desired (DX9 limitation).

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