A quick question: GL_RGB32F and GL_LUMINANCE32F_ARB both work fine as an internal format for a floating-point gray-scale texture. Which one is preferable to use?
Both of the following work:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB32F , _width, height, 0, GL_RED, GL_FLOAT, rangemapdata);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE32F_ARB, width, height, 0, GL_RED, GL_FLOAT, rangemapdata);
I heard GL_LUMINANCE is deprecated. Is it deprecated as an internal format or in general? Any memory-requirement differences between the two?