   Minimum unit of value for colours
  DirectX, like OpenGL can use char values (0-255) as whole numbers to specify a colour value, with the smallest unit being 1.When using floating point values in OpenGL (1.0f as max), what is the smallest unit that makes a difference?If I use 0.1, this gives me a range of 0-10, 0.01 is 0-100 and 0.001 is 0-1000.1.0/255 = 0.003921568627450980392156862745098Is this the unit I should be using (rounded of course)?Thanks   
  If you are rendering these colors to float renderbuffer or texture, then any float value makes sense.Even 1e-10 or 1e+10.   ;Quote:Original post by jonzy_x861.0/255 = 0.003921568627450980392156862745098Actually it's 1.0/256 (0.00390625) for 8-bit/color buffers (2**8 = 256), and 1.0/65536 for 16-bit/color buffers, but as bubu_LV said, if you're passing the value to/from float buffers or textures, it gets passed directly without any rounding (so any value is fine)   ;  The smallest different that can be distinguished between two 32-bit floating point numbers is 1.192092896e-07F.   