Thanks Jason,

I may do some testing with floats to see if they work out, but most likely I'll 
play it safe and use unsigned ints for r,g,and b and come up with an indexing 
scheme that can theoretically host up to 16.7 million discrete values.


Jason Daly wrote:
> On 03/05/2012 10:54 AM, Ethan Fahy wrote:
> 
> > 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.
> > 
> 
> Hi, Ethan,
> 
> If you're talking about vertex attribute data, you're likely get the 
> same value back that you originally specified.  The vertex attributes 
> will remain in float form until you actually rasterize the vertices.  
> Only at that point will they need to be converted to fit the data format 
> of the framebuffer.
> 
> That said, it's generally not a good idea to rely on floating point 
> values to be exactly the same from one call to the next.  I'd recommend 
> trying to come up with a different way to do what you're attempting, or 
> at least use an epsilon value in your comparison.
> 
> --"J"
> 
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> 
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