Is there any objection to changing exactRGBA to be more lenient? I'd be just as happy to do that.
I can imagine cases in which it would be important to the user to be able to write a precise RGBA value into the framebuffer. For an 8-bit/channel framebuffer, glColor4ub() is the natural solution (and this works fine today). For a deeper framebuffer, glColor4us() would be next. So I can understand the motivation of the spec. -Brian ------------------------------------------------------------------------------ Enter the BlackBerry Developer Challenge This is your chance to win up to $100,000 in prizes! For a limited time, vendors submitting new applications to BlackBerry App World(TM) will have the opportunity to enter the BlackBerry Developer Challenge. See full prize details at: http://p.sf.net/sfu/Challenge _______________________________________________ Mesa3d-dev mailing list Mesa3d-dev@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/mesa3d-dev