Hot answers tagged directx10
Not exactly: texture arrays are declared in HLSL as Texture2DArray for Texture2D and not as an array of texture, so it is quite different. They are almost acting as a 3D texture, where the z is a slice of the 2D Texture (in terms of uv, it is the w dimension). The difference with 3D texture is that they are not supporting trilinear interpolation between the ...
you are making the classic obj to opengl mistake, each int in the index relates to all data of each vertex in the buffers you will want to duplicate the data on reading and fill a singular buffer see the code my answer on SO
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