Hello all, If I were to set the color of a vertex of an osg::Node using floats between 0-1 and then accessed the color of that same vertex in a GLSL shader, would I get back the exact same floating point value? I am worried that at some point in the pipeline that float would be scaled to an 8 bit unsigned int between 0-255 and then rescaled back to a 0-1 float when accessed using GLSL. The reason I ask is that I am hoping to use the floating point value to carry a scaled index number for a lookup table in the shader instead of a color, so precision would be important.
I know this is an OpenGL pipeline question and I am actively reading OpenGL documentation to get my head around this stuff in general but a quick answer to this particular question would be very much appreciated, especially since I can't do any debugging on the shader to verify this one way or another. Thanks, -Ethan ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46035#46035 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

