I’m trying to integrate deferred renders into the engine.
I want to write the following values: diffuse color, specular color, normal & tangent space quaternion.
I created a Texture2DArray with 4 slices of standard RGBA8 format. Then I assigned each slice to a different color attachment (0 to 3) of the FBO and set up DrawBuffers to draw to all these attachments.
However, I see the result only in the first layer when drawing them to the screen (for debug). There is garbage in other elayers…
Is there something not allowing to use MRT with texture arrays? Or it’s just my logical error somewhere?