don't clamp color values; slow and seems unneeded
(be nice if we didn't have to convert it, either, but there's no GL_T2F_C4F_V3F)
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@@ -159,7 +159,7 @@ public:
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/* Convert floating-point 0..1 value to integer 0..255 value. */
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/* Convert floating-point 0..1 value to integer 0..255 value. */
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inline unsigned char FTOC(float a) { return (unsigned char)(max(min(a, 1.f), 0.f) * 255.f); }
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inline unsigned char FTOC(float a) { return (unsigned char)(a * 255.f); }
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/* Color type used only in vertex lists. OpenGL expects colors in
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/* Color type used only in vertex lists. OpenGL expects colors in
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* r, g, b, a order, independent of endianness, so storing them this
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* r, g, b, a order, independent of endianness, so storing them this
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