Original Post
I'm looking for a renderable texture format (used by FBO) that will work on shader model 3.0+ cards ( ATI + Nvidia ) and that has two channels int8. The goal is to save as much video texture memory as possible, as I have a lot of textures. Of course my immediate reaction is to use GL_LUMINANCE8_ALPHA8 but I have some doubts: won't that be silently converted to RGBA8 by some drivers ? How can I confirm that this format truly uses 2 bytes per pixel ? Y.