It looks like glBindImageTexture does not have an image format for 24-bit RGB (3 8-bit channels) images. My texture has an internal format of the type GL_RGB8
(a 24-bit RGB image). Unfortunately I cannot easily change the type of my texture that I'm binding to the image unit at runtime -- is it possible to use a different image format with imageLoad and still access the 24-bit RGB data?
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