If I write:
glColor4f(1.0,0,0, 1.0);
glReadPixels(touch1Point.x,viewport[3]-touch1Point.y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixelColor[0]);
...pixelColor is populated with RGB(255, 0, 0)
What is the right glReadPixels()
call that will give me back RGB(1.0, 0, 0)?
Divide each component of pixelColor
by 255.0f