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using version 1.2 glsl code
on another note is it wrong to not like too much technicality’s?
I have looked around on the net namingly the clockworkers,lighthouse,gl site, all sorts and the tutorials arnt working especially the clockworkers one i’m not shore about the other few because i was only looking on how to colorkey.
This is the closes i have found to helping me but it dont work it discards everything rather then select color i asked and my texture has red color on the background ,that color is red like in the example above
No, 0.0 is always 0 (8 bit)
and 1.0 is always 255 (8 bit). It is never 0.99999 or anything else. [/QUOTE]
Sorry for taking this a bit offtopic, but is there actually a guarantee for this anywhere in the GL spec ? We’re talking about texture fetch here, not vertex or texel fetch, so it may involve interpolation.
In GLES2 the answer is mostly clear: it depends on the precision qualifier. However lowp does not mean 8-bits per channel(!)
For GL the precision of computation on the fragment shader is essentially the GLES2 equivalent of highp, if textures is filtered I’d say no… but if the texture is unfiltered, it might work. However I would not count on it
However, if one can assume that the bit depth of the texture is no more than 8-bits in a given channel one can do: