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GL_LUMINANCE format for texture uploads in Android plugin
I am building a plugin for Android that requires I upload a texture from native code. To get the basic plugin framework set up, I wrote a small function that binds to a texture handle passed from Unity and uploads random noise to the GPU for this texture. The plugin will eventually provide a buffer of `GLubyte`s representing a grayscale image. To do the actual texture upload, I make the following OpenGL call:
glTexImage2D(
GL_TEXTURE_2D, 0,
GL_LUMINANCE,
width, height,
0, GL_LUMINANCE,
GL_UNSIGNED_BYTE,
data
);
When doing this call, the result is a black texture on the mesh I am mapping it to. However, if I use `GL_RGBA` as the internal/external format and generate 4 times the amount of noise, the result is, as expected, noise.
Is there something I'm missing here. This works fine in regular OpenGL ES.
Thanks.
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