I will check with our OGL developers and get back to you.
The latest version of the OpenGL specs recommend not to use the alpha formats when only using one component.
Here’s the list of formats with the deprecated ones highlighted in red (they are no longer part of the core version of the spec)
So my recommendation would be to use R16I/RED_INTEGER instead.
Thanks. Offhand, I think that should work for us.
I will give it a shot and flag as answered if it works out.
That worked. Thanks. The following specifics do the trick:
Data format: GL_SHORT
Texture format: GL_RED_INTEGER[_EXT]
Internal format: GL_R16I
Also, I did the same thing with a 32 bit alpha luminance, and used an RGBA16UI texture instead.