check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE16F_ARB, texture_width, texture_height, 0, GL_LUMINANCE, GL_FLOAT, dither_noise);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R16F, texture_width, texture_height, 0, GL_RED, GL_FLOAT, dither_noise);
check_error();
delete[] dither_noise;
check_error();
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
check_error();
- glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE16F_ARB, 2, 0, GL_LUMINANCE, GL_FLOAT, texdata);
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_R16F, 2, 0, GL_RED, GL_FLOAT, texdata);
check_error();
// Basic state.
check_error();
glTexParameteri(GL_TEXTURE_1D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
check_error();
- glTexImage1D(GL_TEXTURE_1D, 0, GL_LUMINANCE32F_ARB, 512, 0, GL_LUMINANCE, GL_FLOAT, texdata);
+ glTexImage1D(GL_TEXTURE_1D, 0, GL_R32F, 512, 0, GL_RED, GL_FLOAT, texdata);
check_error();
// Basic state.