Does it make sense to pass normals and tangent/bi-tangent as ‘colors’, i.e. XYZ==RGB to save bandwidth? I’d like to store my per-vertex tangent matrices in 3x 4-byte RGBA, and store a second normal (or vertex color) in the three remaining alpha components.
I was wondering if there’s a catch as I’ve heard some drivers convert 32-bit colors to float before passing down the pipe…but I suppose this was just FP (e.g. glColor3*) and not VAR/VBO, correct?