DataArrayTexturesource layers
Raw RGBA bytes grouped by width × height × layer.
- Class
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- Shape
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- Filter
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A layer-addressable source becomes both a 2D array target and a 3D target. Move through the slices and watch the same pass land in different GPU shapes.
Preparing generated volume data and layered render targets.
Raw RGBA bytes grouped by width × height × layer.
The same bytes exposed through continuous UVW sampling.
A RenderTarget depth creates a 2D array attachment.
The same layer pass writes into a 3D render target.
The initial pass writes every layer into both target types.
Drag to orbit · change the layer · rewrite the selected slice
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