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
>
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