I have a texture that used to be read in as GL_INTENSITY16 internal pixel format. After upgrading the pipeline ive noticed GL_INTENSITY16 is deprecated though i can kind of load the texture with GL_COMPRESSED_INTENSITY but the texture is very faint and barely visible. Some gamma correction and im able to see it but i lose a lot of data due to the curve. Is there a method of loading in a texture that is more similar to GL_INTENSITY16? Any examples would be really helpful.
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