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.