public class TextureArray : Texture2D
{
public TextureArray(GraphicsDevice graphicsDevice, int width, int height, int arraySize) :
base(graphicsDevice, width, height, true, SurfaceFormat.Color, SurfaceType.Texture, false, arraySize)
{}
...
when I instantiate the TextureArray with an arraySize > 0,
I got an ArgumentException: “Texture arrays are not supported on this graphics device”.
I tried DX/GL on two different pcs with standard Monogame library and the compute fork, always with the same result.
The tool GLviewer shows that texture array is supported on both systems.
This does not appear to be the case. In the compute branch, just like in the main branch, SupportsTextureArrays is set to false in PlatformInitialize and never set to true anywhere else in the DesktopGL solution.