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?
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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It doesn't have to make sense, it's legacy :-)
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