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

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