message: Updated documentation of the FragmentShaders to specify the colour is always in the range [0, 1]
diff: @@ -52,15 +52,15 @@ public:
  /**
  * @brief Todo.
  *
  - * X
  + * Todo.
  * lambda is not perspectively corrected. Note: In our case, it is, as we do it in the raster loop at
  * the moment?
  - * Note/TODO: We should document in what range we expect ::color to be! Eg specify that Mesh should be
  - * [0,255]? But don't we then lose precision sometimes (e.g. superres)? I think we can leave Mesh /
  - * everything in [0,1] and convert at the very end.
  + * The given colour values should be in the range [0, 1]. The returned colour will also be in the range
  + * [0, 1]. Note/Todo: Can colour values be <0 and >1? If so, we should document and tell the user to
  + * perhaps clamp the values.
  *
  * @param[in] x X.
  - * @ return RGBA... in [0, 1]?
  + * @return RGBA colour in the range [0, 1].
  */
  template <typename T, glm::precision P = glm::defaultp>
  glm::tvec4<T, P> shade_triangle_pixel(int x, int y, const detail::Vertex<T, P>& point_a,
  @@ -87,10 +87,15 @@ public:
  /**
  * @brief Todo.
  *
  - * See comments above about lambda (persp. corrected?) and the colour range.
  + * See comments above about lambda (persp. corrected?).
  + *
  + * This shader reads the colour value from the given \p texture.
  + * The returned colour will be in the range [0, 1].
  + * Note/Todo: Can colour values be <0 and >1? If so, we should document and tell the user to perhaps clamp
  + * the values.
  *
  * @param[in] x X.
  - * @ return RGBA... in [0, 1]?
  + * @return RGBA colour in the range [0, 1].
  */
  template <typename T, glm::precision P = glm::defaultp>
  glm::tvec4<T, P> shade_triangle_pixel(int x, int y, const detail::Vertex<T, P>& point_a,
  @@ -104,6 +109,7 @@ public:
  // The Texture is in BGR, thus tex2D returns BGR
  // Todo: Think about changing that.
  + // tex2d divides the colour values by 255, so that the return value we get here is in the range [0, 1].
  glm::tvec3<T, P> texture_color =
  detail::tex2d(texcoords_persp, texture.value(), dudx, dudy, dvdx, dvdy); // uses the current texture
  glm::tvec3<T, P> pixel_color = glm::tvec3<T, P>(texture_color[2], texture_color[1], texture_color[0]);
  