Original Post
From the MSDN:
Each element is a single alpha component. It is converted to floating point format and assembled into an RGBA element by attaching 0.0 for red, green, and blue. Each component is then multiplied by the signed scale factor GL_c_SCALE, added to the signed bias GL_c_BIAS, and clamped to the range [0,1] (see glPixelTransfer).
That wastes way too much memory for what I will need (textures up to size 1024x1024). My original idea was to use a fragment program to extract rgba values from a texture and use them as an alpha value. This way I would be able to stick 4 alpha textures into 1 normal texture. Unfortunately, I don''t think the lower end of the video cards I want to support can run fragment programs. Is there any other way to make a texture with only alpha values?