i have been trying to add support for GL_RGB_422_APPLE.
internalFormat = GL_RGB;
pixelFormat = GL_RGB_422_APPLE;
PixelType = GL_UNSIGNED_SHORT_8_8_APPLE;
glTexImage2D(GL_TEXTURE_2D, 0, InternalFormat, 2048, 2048, 0, PixelFormat, PixelType, 0);
But `glCheckFramebufferStatus` is returning GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT error.
it is working well for following formats : internalFormat = GL_RGB;
pixelFormat = GL_RGB;
PixelType = GL_UNSIGNED_BYTE;
is there any other steps to do to support GL_RGB_422_APPLE ?
In our project we are using a texture that just stores bool values(0/1) for every pixel. For storing a bool values 16bits/pixel is so costlier.that is why i'm looking for above implementation.