If I specify one of the packed pixel formats (e.g. GL_UNSIGNED_BYTE_3_3_2) for my texture data held in user memory what internal texture format should I specify (e.g. the third argument of glTexImage2D(…))? The generic GL_RGB or the specialized GL_R3G3B2?
The 332 was only one example; I need for certain perposes (e.g. smoother color transitions) something like 4444 or 5651 or 2222 or perhaps 332, and sometimes S3TC. My question is, if I specify a packed pixel format, should I specify the generic GL_RGB or GL_RGBA internal formats, or the more specific GL_R3G3B2, GL_RGB5_A1, and so on…
??? should either be the number 0x03 or the GL_RGB as far as I can tell. ??? is the ‘components’ parameter of glTexImage2D. And if it is an RGB image, then you have 3 components, right?!