Glad to see I am not the only one that was (at first) miffed by this gross oversight in documentation ;)
-Ron > -----Original Message----- > From: botman [mailto:[EMAIL PROTECTED]] > Sent: Monday, March 11, 2002 10:58 > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] RGB colors > > > > Maybe to someone who has used RGB in that format before > yes, but I have > > never used/seen it that way until I started to muck with > certain functions > > client side. > > > > I am sure there are numerous things that were not so > obvious at first to > > you, but now are rather obvious. > > I agree. Looking at most of the network messages (TE > effects), it's common to > see time values in 1/10ths of a second. For example, in > common\const.h... > > // byte (frame rate in 0.1's) > // byte (life in 0.1's) > // byte (line width in 0.1's) > // byte (noise amplitude in 0.01's) > > ...but color is usually represented as bytes... > > // byte,byte,byte (color) > > ...for OpenGL stuff it's not uncommon to have color > represented as floating > point values between 0.0 and 1.0, but you can usually tell > this when the > function name ends in 'f' like glColor3f(). > > Seeing values like (5, 5, 25.5) would lead me to believe the > color values were > floating point (due to the 25.5) but the only way you would > know that these > were scaled down by a factor of 10 would be through > experimentation (or if this > fact had been clearly indicated in the comments in the > r_efx.h header file, > which it is not). > > Jeffrey "botman" Broome > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

