ARB_texture_compression_rgtc introduces some compressed red and
red_green signed formats but no uncompressed ones, which might
still be useful. NV_texture_shader adds signed texture formats,
- but also a lot of functionality which has been superceded by fragment
+ but also a lot of functionality which has been superseded by fragment
shaders.
It is usually possible to get the same functionality
using a unsigned format by doing scale and bias in a shader, but this
This is also different to what NV_texture_shader used.
The above mapping should be considered the reference, but there
is some leeway so other mappings are allowed for implementations which
- cannot do this. Particulary the mapping given in NV_texture_shader or
+ cannot do this. Particularly the mapping given in NV_texture_shader or
the standard OpenGL byte/float mapping is considered acceptable too, as
might be a mapping which represents -1.0 by -128, 0.0 by 0 and 1.0 by
127 (that is, uses different scale factors for negative and positive