Bad image data for single-channel opacity maps

Description

I (cyrfer) wrote a GLSL shader to examine each channel of image data from the texture. For the case I'm trying to use (PF_L8 --> PF_A8), samples for each color channel is zero and the alpha is always one (WRONG). If I let the texture be luminance, then samples for all color channels have the expect image data. I'm pretty sure this implies that a bug occurred when writing the image data to the GL texture object.

http://www.ogre3d.org/forums/viewtopic.php?f=2&t=59193&p=399793#p399793

Original Mantis Ticket: http://www.ogre3d.org/mantis/view.php?id=330

Environment

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Assignee

Unassigned

Reporter

Philip Allgaier

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Fix versions

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Priority

Major
Configure