Texture Array is now working. Enjoy your single Bind().
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@@ -68,7 +68,7 @@ private:
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GLuint m_DepthFBO;
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GLfloat m_NearFarPlane[2] = { -34.f, 27.f };
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GLfloat m_LRBT[4] = { -10.f, 10.f, -10.f, 10.f };
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//GLfloat m_LRBT[4] = { -10.f, 10.f, -10.f, 10.f };
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GLuint m_ResolutionSizeWidth = 1024 * 2;
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GLuint m_ResolutionSizeHeigth = 1024 * 2;
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@@ -77,7 +77,7 @@ private:
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int m_ShadowLevel = 0;
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int m_CurrentNrOfSplits = 3;
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float m_SplitWeight = 0.75f;
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float m_SplitWeight = 0.7f;
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std::array<Frustum, MAX_SPLITS> m_shadowFrusta;
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};
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