GL_RGB10_A2 with GL_UNSIGNED_INT_10_10_10_2
Anyone else see a difference when using that for normal maps (when doing per-pixel specular or reflections)?
I know nVidia has the “HILO” texture format, but I don’t have an nvidia based card either (plus I’m trying for more compatible textures).
I just tried it, and it does make a small difference (I was expecting more), I could post images of the differences (not that it would really matter).
Grr, ATI needs to make an extension to support 11-11-10 32Bit textures, I could use the added precision. Oh well.