How do you specify a texture image with internal format RGBA2?
Advertisements This is how I would think it should be done. Creating a red texture: int width = 64; int height = 64; int size = width * height; byte red = (byte) 0b11_00_00_11; // 2-bit per channel ByteBuffer buffer = MemoryUtil.memAlloc(size); for (int p = 0; p < size; p++) buffer.put(red); texture = glGenTextures();… Read More How do you specify a texture image with internal format RGBA2?