In the OpenGL wiki glTexImage2D, it writes:
internalFormat Specifies the number of color components in the texture. Must be one of base internal formats given in Table 1, one of the sized internal formats given in Table 2, or one of the compressed internal formats given in Table 3, below.
In OpenGL Programming Guide, Chapter 9, Texture Mapping
By definition, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_RGB, and GL_RGBA are lenient, because they do not ask for a specific resolution.
So if we assign GL_RGBA to the internalformat, what datatype is used? Default by the GPU processor?
GL_RGBA8
were created. – Andon M. Coleman