Is there an explanation somewhere about the decision to use RED (R,0,0,1) instead of INTENSITY (I,I,I,I) behavior for single-channel textures in GPU programming? It seems like the universally wrong method to standardize, but maybe I'm missing something?
Why would they need to recompile? Either the shader knows what kind of texture it's fetching (recompile necessary _always_), or it doesn't. If it doesn't, then it's the texture fetch unit that decides what goes in the missing channels.
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Eg., the shader is compiled to take the texel fetch and use all four channels. The texture unit is going to return _something_ in those four channels, and the question is, does it replicate or does it have hard-coded 0's and 1's in places.
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If you were going to standardize on something there, it doesn't make sense to me why you'd pick (0, 0, 0, 1) as the default for missing channels instead of replicate.
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