Internal format is storage format, it specifies channels number, optionally: 
data type, number of bits per channel etc
Source format is specification of components number, meaning and order
Source type is storage data type in image used to load texture from image

22.02.2012, 17:14, "Aurelien Albert" <aurelien.alb...@alyotech.fr>:
> 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...
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=45678#45678
>
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