I can’t find any API specific for loading images, but to use TextureArray it is asking for a list of images. AssetManager only contains a way to load a texture. If there is API for loading the images directly this needs to be exposed without needing to load it into a texture first.
Yah, I use a similar method right now, part of the trouble is dealing with image formats. There are no methods to do image data conversion on images right now, so for instance, if you save a compressed png24 (no alpha) and want to use it with a png32 you can’t as Image has no way of converting BGR to ABGR before uploading to the GPU.
Potentially, I should be able to load the Image in whatever format, and the TextureArray should determine how to send it up to the GPU automatically, we are using computers aren’t we?
Hm yes and no, you wont want to do image conversions on runtime.
You would actually want to save your textureatals as the correct dds subformat and just import this.
But I don’t know if the laoader can actually read this yet.