   Crazy Per-Vertex Color values
  I've got some 3D models that have strange per-vertex color values, outside the 0.0f to 1.0f range for R,G,B that I would expect.Here for instance are some of the values in A,R,G,B format:1.00 1.00 1.00 1.001.00 1.00 1.00 1.001.00 185.09 -141.18 -10.391.00 183.41 -140.28 8.291.00 186.64 -129.10 -22.221.00 188.63 -128.69 4.541.00 194.77 -140.34 21.121.00 204.36 -128.66 4.861.00 211.60 -140.71 16.911.00 209.69 -128.67 -9.441.00 192.31 -140.57 -22.781.00 197.92 -128.91 -25.011.00 209.37 -140.52 -22.621.00 208.33 -128.68 -22.161.00 211.32 -140.57 -4.711.00 192.31 -140.57 -22.781.00 209.37 -140.52 -22.621.00 197.92 -128.91 -25.011.00 208.33 -128.68 -22.161.00 185.09 -141.18 -10.391.00 186.64 -129.10 -22.221.00 209.69 -128.67 -9.441.00 211.32 -140.57 -4.711.00 211.60 -140.71 16.911.00 204.36 -128.66 4.861.00 194.77 -140.34 21.121.00 188.63 -128.69 4.541.00 183.41 -140.28 8.291.00 1.00 1.00 1.001.00 1.00 1.00 1.00If I simply clamp R,G,B between 0 and 1 then I get ugly coloration (for instance everything above clamps to pure red or magenta).These odd per-vertex color values are only on part of the model BTW and these are not models I have control over - the data above came from vendo_man.nif in the Dark Age of Camelot distribution.Do those numbers look familiar to anyone? Is it perhaps another color space? Any ideas of what they mean or how to scale them back to meaningful information?
  Are you sure you are reading the model data correctly? I mean, are you sure the vertex color is represented by 4 floats in the model format? The standard way to store color components offline are as 4 unsigned bytes (0-255).   ;  I am pretty sure the values are stored offline as 4 floats as part of the NiGeometryData node. Other NIF models have 4 floats within the range 0..1, its just some of the skinned meshes that have these weirdo values.   