   glColorPointer with byte problem
  Hello,I have a problem:using Vertex array, I call that function:gl.glColorPointer( 4,  GL.GL_FLOAT, 0, colorCoordinateBuffer );I store the alpha chanels in byte representation.I fill the buffer like this:...colorCoordinateArray[colorCoordinateIndexPos++] = (color[j][0]+128)/255.0f;colorCoordinateArray[colorCoordinateIndexPos++] = (color[j][1]+128)/255.0f;colorCoordinateArray[colorCoordinateIndexPos++] = (color[j][2]+128)/255.0f;colorCoordinateArray[colorCoordinateIndexPos++] = (alpha[j]+128)/255.0f;It works. Now, I wan't to reduce memory allocation, so I tried to use bytes like this:colorCoordinateArray[colorCoordinateIndexPos++] = color[j][0]+128;colorCoordinateArray[colorCoordinateIndexPos++] = color[j][1]+128;colorCoordinateArray[colorCoordinateIndexPos++] = color[j][2]+128;colorCoordinateArray[colorCoordinateIndexPos++] = alpha[j]+128;and I call:gl.glColorPointer( 4,  GL.GL_BYTE, 0, colorCoordinateBuffer );And it don't work. I see strange black spots.The colors are displayed well, but the alpha...What could be the solution?Thanks a lot!
  Maybe you want to use GL_UNSIGNED_BYTE instead of GL_BYTE. GL_BYTE is for signed values, and have a range of [0, 127]. Negative values (128 to 255 if the number is really unsigned, but interpreted as signed) is clamped to 0.   ;  Thanks. It works.   ;  it might not be important but by using bytes instead of floats you might well be saving some space but you are losing performance as the GPUs only deal with floats   