Does anyone have opinions about TEXTURE_2D_ARRAY vs multi texturing?
More specifically I'm writing a 2d game engine and im using 2d texture arrays for sprite sheets. Each frame of the sheet is one of the layers.
Now aside from color I'm going to want more textures for say normals, depth, and possibly other shader effects.
The obvious way to do this is to do multi texturing and have a 2d texture array for color frames, another for normal frames, and so on. Another way to do this would be to just pack everything into one single 2d texture array, store the offsets using uniforms, and not use multi texturing at all.
Its less API calls and seems like it might be easier to manage. Does anyone have opinions either way? Were 2d texture arrays meant to be used like this? Any performance pitfalls to be aware of?
What was the original problem developers were having that 2d texture arrays were developed to solve?