I’d like to ask a question about luminance color format in OpenGL
If the input color data (or texture row data) is in the type GL_LUMINANCE, there is a byte to present a luminance data for each texel. How do i get the RGB value from luminance byte? Or what do i need to do on color buffer when the input data is in luminance form?
What i think is just multiple the color value with the luminance value, is that correct?
but why Luminance value is 0.3R+0.59G+0.11*B
is there any reason?