You definitely must write a shader for this. First and foremost you want to prevent the OpenGL implementation to reinterpret the integer bits of your B/W bitmap as numbers in a certain range and map them to [0…1] floats. Which means you have to load your bits into an integer image format. Since your image format is octet groups of binary pixels (byte is a rather unspecific term and can refer to any number of bits, though 8 bits is the usual), a single channel format 8 bits format seems the right choice. The OpenGL-3 moniker for that is GL_R8UI
. Keep in mind that the "width" of the texture will be 1/8th of the actual width of your B/W image. Also for unnormalized access you must use a usampler
(for unsigned) or an isampler
(for signed) (thanks @derhass for noticing that this was not properly written here).
To access individual bits you use the usual bit manipulation operators. Since you don't want your bits to become filtered, texel fetch access must be used. So to access the binary pixel at integer location x,y the following would be used.
uniform usampler2D tex;
uint shift = x % 8;
uint mask = 1 << shift;
uint octet = texelFetch(tex, ivec2(x/8,y)).r;
value = (octet & mask) >> shift;