I've just learnt that DirectX 10 and above have a feature called "texture arrays". Which, basically, is just a normal array of textures (shader resources) which in a shader is declared like:
Texture2D myTextures[2];
What I've been using so far is 2 multiple separate textures:
Texture2D myFirstTexture;
Texture2D mySecondTexture;
Is there any practical (performance, memory etc...) difference between the two?