glColor3b, glColor4b, glColor3s, glColor4s, glColor3i, and glColor4i take three or four signed byte, short, or long integers as arguments. When v is appended to the name, the color commands can take a pointer to an array of such values.
Current color values are stored in floating-point format, with unspecified mantissa and exponent sizes. Unsigned integer color components, when specified, are linearly mapped to floating-point values such that the largest representable value maps to 1.0 (full intensity), and 0 maps to 0.0 (zero intensity). Signed integer color components, when specified, are linearly mapped to floating-point values such that the most positive representable value maps to 1.0, and the most negative representable value maps to −1.0. (Note that this mapping does not convert 0 precisely to 0.0.) Floating-point values are mapped directly.
Neither floating-point nor signed integer values are clamped to the range [0,1] before the current color is updated. However, color components are clamped to this range before they are interpolated or written into a color buffer.
Parameters
v: number
Specifies a pointer to an array that contains red, green, blue, and (sometimes) alpha values.
glColor3b, glColor4b, glColor3s, glColor4s, glColor3i, and glColor4i take three or four signed byte, short, or long integers as arguments. When v is appended to the name, the color commands can take a pointer to an array of such values.
Current color values are stored in floating-point format, with unspecified mantissa and exponent sizes. Unsigned integer color components, when specified, are linearly mapped to floating-point values such that the largest representable value maps to 1.0 (full intensity), and 0 maps to 0.0 (zero intensity). Signed integer color components, when specified, are linearly mapped to floating-point values such that the most positive representable value maps to 1.0, and the most negative representable value maps to −1.0. (Note that this mapping does not convert 0 precisely to 0.0.) Floating-point values are mapped directly.
Neither floating-point nor signed integer values are clamped to the range [0,1] before the current color is updated. However, color components are clamped to this range before they are interpolated or written into a color buffer.