The C++ psuedo code to transmit the idea of what I want to do would be:
Texture_array tarr = Texture_array(6);
tarr[0] = texture;
Which I am attempting to do as follows:
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexStorage3D(GL_TEXTURE_2D_ARRAY, 1, GL_RGBA8, 894, 894, 6);
glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, 894, 894, 0, color_format, GL_UNSIGNED_BYTE, data);
//Set the texture parameters of the image
glTexParameteri(target, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(target, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
On the fragment shader I attempt to read the value as:
vec3 c = vec3(texture(text, vec3(f_uv.xy,0)));
However the end result is completely blak, despite data being an array of a valid texture (I have tested it and know data has been properly initialized, it works with normal textures, just not texture arrays)