Cache TOP in GLSL

Hey, given the resolution limitations off a textureArray, is it maybe possible to access a slice of the cache TOP directly in a GLSL shader? Thx. Akeem

Unfortunately no, that’s why 2D Texture Arrays were added to OpenGL.
The best you can do is use the Cache Select TOP and pull out the images you want to pass into the GLSL TOP.
You can only pass in a limited number of TOPs though (16 on older cards, 32 on some newer ones)

thanks. i’ll stick to reconstructing them from multiple texture arrays. To bad texture arrays have this resolution limit