Originally Posted by
moi
don't know how universal the support of these is, although i've successfully used 5 6 5 reverse
Code:
#define GL_UNSIGNED_BYTE_3_3_2 0x8032
#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
#define GL_UNSIGNED_INT_8_8_8_8 0x8035
#define GL_UNSIGNED_INT_10_10_10_2 0x8036
#define GL_RESCALE_NORMAL 0x803A
#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362
#define GL_UNSIGNED_SHORT_5_6_5 0x8363
#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364
#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365
#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366
#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367
perhaps ,for using 16 bit RGBA textures i have to call glTexImage2D as this
Code:
#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034
glTexImage2D(GL_TEXTURE_2D,GL_RGBA_16,width,height,
border,GL_RGBA,GL_UNSIGNED_SHORT,pixels);
// or GL_UNSIGNED_SHORT_5_5_5_1 instead of GL_UNSIGNED_SHORT
ok thank you