On Mon, 2010-02-08 at 07:20 -0800, Brian Paul wrote:
> be propagated through the pipeline when doing flat
> shading, no lighting, etc. 

Is this is the perennial problem that GL's float->unorm and unorm->float
conversion rules are not strict inverses of one another?  IE, if you
take 255, convert to float, convert back to int, do you get 255?

Keith


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