The OpenGL 4.5 doc and spec mentions the existence of parameter names GL_TEXTURE_RED_TYPE, GL_TEXTURE_GREEN_TYPE, GL_TEXTURE_BLUE_TYPE, GL_TEXTURE_ALPHA_TYPE, GL_TEXTURE_DEPTH_TYPE
for glTextureLevelParameter*
, saying that they return the data type of each separate component. I understand the appeal for depth and stencil components, but what about RGBA ? Is it possible to have a texture, say for the sake of the argument, with signed int red, float green, unsigned int blue and signed fixed alpha ? Or are red, green, blue and alpha components guaranteed to always return the same data type ? Not sure how one would request such an internal format to a texture to begin with.
Note that I understand the point of GL_TEXTURE_RED_SIZE, GL_TEXTURE_GREEN_SIZE, GL_TEXTURE_BLUE_SIZE, GL_TEXTURE_ALPHA_SIZE, GL_TEXTURE_DEPTH_SIZE
, notably for formats like R5G6B5 or RGB10A2.