How to you define attaching a texture array to a FBO's color attachment point visually?
问题 I read that in layered rendering, we create a 2D texture array (GL_TEXTURE_2D_ARRAY): glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_ARRAY, TextureColorbufferName); glTexParameteri(.... glTexImage3D(... and can attach it to FBO: glGenFramebuffers(1, &FramebufferName); glBindFramebuffer(GL_FRAMEBUFFER, FramebufferName); glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, TextureColorbufferName, 0); What i find hard to understand visually is how can a layer of textures be