Hum... I think I'm swapped two parameters.

The following seems to work :


Code:
p_renderTexture->setInternalFormat(GL_RGBA32I_EXT);
p_renderTexture->setSourceFormat(GL_RGBA_INTEGER_EXT);
p_renderTexture->setSourceType(GL_BYTE);




Could you explain me the difference between these 3 parameters ?

setInternalFormat => is it the data storage format ? so here, R, G, B and A 
components stored as a single 32 bit integer ?

setSourceFormat=> I don't really understand this parameter...


setSourceType=> I don't really understand this parameter...

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