If I want to use 24 Bit Textures (explicit), I have to call:
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8, width, height, 0, c_type, GL_UNSIGNED_BYTE, raw_bitmap);
Is this right?
What is if I want to use (explicit) 16 / 32 Bit Textures? What do I have to use then? An what´s up with GL_RGB4. Who can explain this a bit to me?