Open walbourn opened 6 years ago
While this could be done with a custom shader, the problem is the lack of input constant data through SpriteBatch
since the primary value of this would be to be able to render sprites from different array indices in one call without a flush.
SpriteBatch
and it's shaders could be made to leverage a per-sprite array index in addition to texture UVs to be able to pack textures into a 2D texture array. This would require Direct3D hardware feature level 10.0.