On Wed, 13 May 2020 at 19:29, Chip Davis cdavis@codeweavers.com wrote:
May 13, 2020 9:49 AM, "Henri Verbeet" hverbeet@gmail.com wrote:
On Tue, 12 May 2020 at 11:30, Chip Davis cdavis@codeweavers.com wrote:
GL_ARB_texture_rgb10_a2ui provides support for the GL_RGB10_A2UI format, and nothing else.
It adds support for using UNSIGNED_INT_8_8_8_8_REV with TexImage*() and integer formats. See "Modify Section 3.7.4 ..." in the ARB_texture_rgb10_a2ui spec, or (more explicitly) issue 4 in that same spec.
You are correct, sir.
But why is that pixel format using a packed data type when (GL_RGBA_INTEGER, GL_UNSIGNED_BYTE) should be adequate?
Big-endian CPUs, probably. Not that that's particularly relevant these days, but IIRC that's the main reason to avoid GL_UNSIGNED_BYTE, at least traditionally.