It was a texture load that replicated the mono texture across all channels. So if the texel value was I, then the apparent rgba on load would be (I,I,I,I). This is actually what I want always, whereas the now-standard RED model is for it to be (I,0,0,1) which is always useless.
It actually seems like maybe everyone but Intel (suggests Tom?) does this properly anyway, so my question is even more relevant, which is why the default was chosen (IMO) to be one that is never wanted.
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As far as I know everyone has the various swizzles needed to meet the API specs which now include arbitrary swizzles. See my other tweet for a suggestion for why the default is the way it is.
Thanks. Twitter will use this to make your timeline better. UndoUndo
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