* Drivers can override the default formats and convert texture images to
* one of these as required. The driver's
* dd_function_table::ChooseTextureFormat function will choose one of these
- * formats. These formats are all little endian, as shown below. They will
- * be most useful for x86-based PC graphics card drivers.
+ * formats.
*
* \note In the default case, some of these formats will be duplicates of
* the generic formats listed below. However, these formats guarantee their
MESA_FORMAT_AL88, /* AAAA AAAA LLLL LLLL */
MESA_FORMAT_LA88, /* LLLL LLLL AAAA AAAA */
MESA_FORMAT_RGB332, /* RRRG GGBB */
- MESA_FORMAT_BGR233, /* BBGG GRRR */
MESA_FORMAT_A8, /* AAAA AAAA */
MESA_FORMAT_L8, /* LLLL LLLL */
MESA_FORMAT_I8, /* IIII IIII */
* \name Generic GLchan-based formats.
*
* Software-oriented texture formats. Texels are arrays of GLchan
- * values so there will be no big/little endian issues.
+ * values so there are no byte order issues.
*
* \note Because these are based on the GLchan data type, one cannot assume
* 8 bits per channel with these formats. If you require GLubyte channels,
extern const struct gl_texture_format _mesa_texformat_al88;
extern const struct gl_texture_format _mesa_texformat_la88;
extern const struct gl_texture_format _mesa_texformat_rgb332;
-extern const struct gl_texture_format _mesa_texformat_bgr233;
extern const struct gl_texture_format _mesa_texformat_a8;
extern const struct gl_texture_format _mesa_texformat_l8;
extern const struct gl_texture_format _mesa_texformat_i8;