ixel that is read are converted to an
        internal fixed-point or floating-point format with unspecified precision.
        The conversion maps the largest representable component
        value to 1.0, and component value 0 to 0.0.
        The values are then converted to the texture's internal format for
        storage in the texel array.</p><p><em class="parameter"><code>internalformat</code></em> must be chosen such that
        color buffer components can be dropped during conversion to the
       