I need to represent a float value, that ranges from some alpha to beta, w/ 4 bytes of precision using opengl coloring, that only allows for 3, 8 bit channel colors. Any ideas,
I originally though about breaking up [alpha,beta], into 3 segments,delta = (alpha-beta)/3.
(alpha, alpha+delta), (alpha+delta, alpha+2*delta), and finally, (alpha+2*delta, beta).
Then assigning each range a color channel. But there are nasty discontinuities at the breaks. I could overlap ranges, but that would reduce precision.
Any ideas. I am sure someone has encoutered a problem similar to this before.
The hardware I have available is a bit old, so no 128 bit, color support.