Reduce the memory usage of elevation textures
Currently, elevation textures are 4-channel (RGBAFormat) and 4 bytes per channel (FloatType). This uses 16 bytes per pixel.
However, elevation data only requires one channel for the data, and one channel for the transparency/no-data information.
We can cut memory usage of elevation textures by 50% this way.
Edited by Sébastien Guimmara