I have been using a 16-bit monochrome texture using the GL_R16 format. This works just fine. I am now in need of a 3-channel 16-bit texture.
When examining the manpage glTexStorage2D though, I see that there seems to be a gap in functionality.
One channel is available: GL_R16
Two channel is available: GL_RG16
Four channel is available: GL_RGBA16
But three channels, only comes in SNORM (signed normalized) flavour: GL_RGB16_SNORM.
What happened to GL_RGB16? Adding a 4th channel seems wasteful, so I would like to avoid that. I also want to avoid dealing with -1..1 samples, as my data is unsigned.