How will it be when in glTexImage2D I choose a different internal format from the way I tried it in the shader?
1 answer
The aspect ratio in the Khronos group spec says:
Image formats don't have to store every component. When a shader samples such a texture, it will still be allowed for a 4-digit RGBA vector. Components not saved in image format are filled in automatically. Zeros are used if R, G, or B are missing, and missing Alpha always resolves to 1.
Note: Rewinding the texture can change missing values.
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