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This repository has been archived by the owner on May 13, 2024. It is now read-only.
Irrlicht color formats are similar to OpenGL ones, but don’t match exactly. Here is a comparison (for a little-endian machine):
(numbers are bit positions, 0 is the least-significant bit).
This mismatch is annoying and bug-prone. I suggest moving to OpenGL native formats. I have no roadmap, though.
Note that it does convert colors into format OpenGL expects, or finds a weird OpenGL format (like GL_BGRA, GL_UNSIGNED_SHORT_1_5_5_5_REV) that matches its own. The latter is not possible on ES, however, and the former is apparently impossible for vertex buffers... thus this:
#ifdef GL_ES
vec4 color = inVertexColor.bgra;
#elsevec4 color = inVertexColor;
#endif
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Irrlicht color formats are similar to OpenGL ones, but don’t match exactly. Here is a comparison (for a little-endian machine):
(numbers are bit positions, 0 is the least-significant bit).
This mismatch is annoying and bug-prone. I suggest moving to OpenGL native formats. I have no roadmap, though.
P.S. On a big-endian machine, it looks a bit differently.
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