Why exactly do the glTexImage1D, glTexImage2D, and glTexImage3D functions require an internal format (i.e. GL_RGBA8,GL_R32UI,etc..) AND a pixel format? (GL_RGBA,GL_RED_INTEGER)
It would seem to me that the pixel format could easily be interpreted from the internal format. I ask this not just out of curiosity, but because I'm making sure the OpenGL texture object and frame buffer object wrappers I've written (which extrapolate pixel format from internal format) are able to properly extract pixel format for all internal formats.