OpenGL extension ARB.texture_rg
This module customises the behaviour of the OpenGL.raw.GL.ARB.texture_rg to provide a more Python-friendly API
Overview (from the spec)
Historically one- and two- component textures have been specified in OpenGL using the intensity, luminance or luminance-alpha (I/L/LA) formats. With the advent of programmable shaders and render-to-texture capabilites these legacy formats carry some historical artifacts which are no longer useful.
For example, when sampling from such textures, the luminance values are replicated across the color components, and the intensity values are replicated across both the color and alpha components. This is no longer necessary with programmable shaders.
It is also desirable to be able to render to one- and two- component format textures using capabilities such as framebuffer objects (FBO), but rendering to I/L/LA formats is under-specified (specifically how to map R/G/B/A values to I/L/A texture channels).
This extension adds new base internal formats for the one-component RED and two-component RG (red green) texture formats as well as sized internal formats for fixed-point, floating-point and pure integer texture formats. The new texure formats can be used for texturing as well as for rendering into with framebuffer objects.
The official definition of this extension is available here:



GL_R16 (33322)
GL_R16F (33325)
GL_R16I (33331)
GL_R16UI (33332)
GL_R32F (33326)
GL_R32I (33333)
GL_R32UI (33334)
GL_R8 (33321)
GL_R8I (33329)
GL_R8UI (33330)
GL_RG (33319)
GL_RG16 (33324)
GL_RG16F (33327)
GL_RG16I (33337)
GL_RG16UI (33338)
GL_RG32F (33328)
GL_RG32I (33339)
GL_RG32UI (33340)
GL_RG8 (33323)
GL_RG8I (33335)
GL_RG8UI (33336)