Can someone offer any experiences with this packing format?
I have such packed texture data in host memory and I am unable to use it as a GL_RGBA texture. Do I need glTexSubImage2DEXT to use this format? (GL_EXT_subtexture is not supported on my platform…)
This is what I do so far, but I still get a 4 x 8bit representation of the data:
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, 800, 600, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glTexSubImage2D( GL_TEXTURE_RECTANGLE_ARB, 0, 0, 0, 800, 600, GL_BGRA, GL_UNSIGNED_INT_10_10_10_2, (GLuint *)data);
I am unsure about the <format> specified with the glTexSubImage2D() call.