glTexImage2D (GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
break;
case GL_RGBA16F:
- glTexImage2D (GL_TEXTURE_2D, 0, format, width, height, 0, GL_BGRA, GL_HALF_FLOAT, NULL);
+ glTexImage2D (GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, GL_HALF_FLOAT, NULL);
break;
case GL_RGBA32F:
- glTexImage2D (GL_TEXTURE_2D, 0, format, width, height, 0, GL_BGRA, GL_FLOAT, NULL);
+ glTexImage2D (GL_TEXTURE_2D, 0, format, width, height, 0, GL_RGBA, GL_FLOAT, NULL);
break;
default:
/* If you add new formats, make sure to set the correct format and type here