Okay, thinking logically it’s a lot better to leave OpenGL to do byte-float conversions as necessary. It knows what’s best and will do it as fast as humanly (computerly?) possible anyway. ;D Doesn’t need me slowing it down. Still not sure of the best way to store colour data in bytes though. There must be a better solution than just using [0…127]?
I’ve done a lot more learning about signed/unsigned now, and am beginning to get the hang of it. Whatever you want to do, the first thing you seem to have to do is promote everything to int anyway… why’d they even bother with byte? :