title: How to create one channel 32-bit float compressed texture in OpenGL
body: <p>According documentation i can create HDR compressed texture, so i do this:</p>
  
  <pre><code>funcs-&gt;glGenTextures(1, &amp;newCompressedTexture);
  funcs-&gt;glActiveTexture(GL_TEXTURE0 + g_cTileTextureUnit);
  funcs-&gt;glBindTexture(GL_TEXTURE_2D, newCompressedTexture);
  funcs-&gt;glTexStorage2D(GL_TEXTURE_2D, 1, oglTileInfo.m_compressedInternalFormat, g_cTileWidthWithBorder, g_cTileWidthWithBorder);
  funcs-&gt;glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, g_cTileWidthWithBorder, g_cTileWidthWithBorder, GL_RED, GL_FLOAT, getUncompressedData().rData()._m_data.data());
  </code></pre>
  
  <p>Where oglTileInfo.m_compressedInternalFormat is GL_COMPRESSED_RED_RGTC1 or GL_COMPRESSED_RGBA_ASTC_4x4_KHR.
  There is no any gl errors, shader works correctly, but value which i am getting by texture() is clamped between [0,1] and its depth only 8 bit. Everything works ok if i use GL_R32F as texture internal format, but i need compression. Thanks.</p>