it is possible to pass to the shader a Texture Array and at the same time 2 or more Textures that are not in an arrey?
I have try like that but it doesn't work
deviceContext->PSSetShaderResources(0, 1, &ShadowMapTexture);//contains 1 Texture
deviceContext->PSSetShaderResources(1, 1, &ReflectionTexture);//contains 1 Texture
deviceContext->PSSetShaderResources(2, 4, modelTexturesArray);//contains 4 Textures
//HLSL
Texture2D Textures[6] : register(t0);
Textures[0].Sample(.....// it is the ShadowMapTexture
Textures[1].Sample(.....// it is the ReflectionTexture
Textures[2].Sample(.....// it is the modelTexturesArray 0
Textures[3].Sample(.....// it is the modelTexturesArray 1
Textures[4].Sample(.....// it is the modelTexturesArray 2
Textures[5].Sample(.....// it is the modelTexturesArray 3
...
the weird thing is that if i do the following it works but not with the hadowMapTexture and ReflectionTexture at the same time
deviceContext->PSSetShaderResources(0, 1, &ShadowMapTexture);//contains 1 Texture
deviceContext->PSSetShaderResources(1, 4, modelTexturesArray);//contains 4 Textures
//HLSL
Texture2D Textures[5] : register(t0);
Textures[0].Sample(.....// it is the ShadowMapTexture
Textures[1].Sample(.....// it is the modelTexturesArray 0
Textures[2].Sample(.....// it is the modelTexturesArray 1
Textures[3].Sample(.....// it is the modelTexturesArray 2
Textures[4].Sample(.....// it is the modelTexturesArray 3
...