I have pixel data stored in RGBA, 32 bits per pixel, so I tried to let glTexImage2D convert this to some 16 Bit internal format with:
glTexImage2D(GL
TEXTURE2D, 0, GL_RGBA4, width, height, 0, GL_RGBA8, GL
UNSIGNEDBYTE, data);
This works with the Mac Version of my app, but not with the iPhone (Simulator) Version.
I haven't tried with glTexImage2D(GL
TEXTURE2D, 0, GL_RGB, width, height, 0, GL_RGB, GL
UNSIGNED_SHORT_5_65, data);
This means, I'd have to convert the pixel data to 565 before this call. The internal format of GL_RGB would then also be 16 bit (565)?
Message was edited by: charnold
Message was edited by: charnold