I am a bit confused on how I can get luminance textures under OpenGL 3.2
In the good old days, the following would work
GLuint texname;
glGenTextures(1, &texname);
glBindTexture (GL_TEXTURE_3D, texname);
glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_S,
GL_REPEAT);
glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_T,
GL_REPEAT);
glTexParameteri (GL_TEXTURE_3D, GL_TEXTURE_WRAP_R,
GL_REPEAT);
glTexImage3D (GL_TEXTURE_3D, 0, GL_LUMINANCE, 64, 64, 64, 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, texels);
That doesnt seem to go with GL3.2, is there another format that I should use or whats the trick with luminance in GL3.2?