On Mon, Feb 8, 2010 at 8:38 AM, Keith Whitwell <kei...@vmware.com> wrote: > 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?
In this test, the colors originate as GLfloat vertex/color arrays. Surely 1.0 should map to 255. I think quite a few tests assume that much. -Brian ------------------------------------------------------------------------------ The Planet: dedicated and managed hosting, cloud storage, colocation Stay online with enterprise data centers and the best network in the business Choose flexible plans and management services without long-term contracts Personal 24x7 support from experience hosting pros just a phone call away. http://p.sf.net/sfu/theplanet-com _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev