It seems that not all internal formats are implemented. I'm expecting these two calls to produce the same texture rendering:
Result (texture1 above and texture2 below)Code :glTexImage(..,GL_RGBA4, ..., GL_RGBA, GL_UNSIGNED_BYTE, dataPtr); // texture 1 glTexImage(..,GL_RGBA4, ..., GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, dataPtr); // texture 2
I've also noticed problems for RGBA2 and R3_G3_B2 internalformats.
Latest source code, makefiles and vs2010 solution available here: https://github.com/jdupuy/textureInt...zipball/master
I've only tested on linux, would be nice if someone could give feedback for windows as well.