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Our internal blit code does not want to bind all slices of a texture array if either the source of destination isn't a texture array. If we use a NULL source, then the engine won't bind all slices. Even though we don't need a source, I can bind the screenspace shadow map texture in order to satisfy the engine. We need to fix the engine, or use another path in engine. The screenspace shadow map generation still isn't quite working, but at least all slices are bound!/2018.1
Tim Cooper
7 年前
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