Hello everyone!
Basically I was trying to add support for multiple lights with shadow mapping. As I understand, I can
make one pass per light or try to wrap this up in a single pass. I
decided to try the single pass approach, and for this I need a
Texture2DArray of all my shadow maps. I would like to use only one render target an depthstencil texture for all my lights (since each shadow map get rendered individually), but use an DIMENSION_TEXTURE2DARRAY flag for the render target texture and the resource view so I can use Texture2DArray inside HLSL to obtain a shadow map array that I coud use inside my normal scene render.
So what I want would be a way to change the index of the 2darray rendertarget texture used as the output for the rendertarget view. But not at all use MRT and render to multiple target at the same time. Hope this make sense. Or if someone have a much better idea, say it :).