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This module customises the behaviour of the 
OpenGL.raw.GL.ARB.texture_rg to provide a more 
Python-friendly API

Overview (from the spec)
        
        Historically one- and two- component textures have been specified in OpenGL
        using the intensity, luminance or luminance-alpha (I/L/LA) formats.
        With the advent of programmable shaders and render-to-texture capabilites
        these legacy formats carry some historical artifacts which are no longer
        useful.
        
        For example, when sampling from such textures, the luminance values
        are replicated across the color components, and the intensity values are
        replicated across both the color and alpha components. This is no
        longer necessary with programmable shaders.
        
        It is also desirable to be able to render to one- and two-
        component format textures using capabilities such as framebuffer
        objects (FBO), but rendering to I/L/LA formats is under-specified
        (specifically how to map R/G/B/A values to I/L/A texture channels).
        
        This extension adds new base internal formats for the one-component RED
        and two-component RG (red green) texture formats as well as sized
        internal formats for fixed-point, floating-point and pure integer texture
        formats. The new texure formats can be used for texturing as well
        as for rendering into with framebuffer objects.

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/ARB/texture_rg.txt
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