Say I have a number of cube map textures and I wish to pass all of them to the GPU as a cube map array texture.
First I would need to create the array texture, which should look something like:
glTextureStorage3D(textureId, 0, internalFormat, width, height, howManyCubeMaps);
Assuming there is only one mipmap level.
How can I then attach each indidivual texture to this texture array?
Say if each cube map id is in an array, I wonder if you can do somehting like this:
for(uint level=0; level<num_levels; level++)
glAttach(textureID, cubeID[level], level);
And then I am not sure how I should receive the data on the shader side and the OpenGL wiki has no explicit docuemtnation on it
https://www.khronos.org/opengl/wiki/Cubemap_Texture#Cubemap_array_textures