Performance issue on Float vs UNSIGNED_BYTE for RGBA colors

Newbie question.
I was evaluating JME and I realized that it’s using FloatBuffer for Vertex Color and texture.

Is it efficient? ???
Wouldn’t unsigned_buffer (32 bit RBGA) be more efficient? (for exemple, to upload the data)
I read somewhere that the graphics card usually transform internally 32bit RGBA in a 4 floats, is it the reason why using directly float for RGBA is faster? is [ upload float RGBA ] is faster than [ upload unsigned byte RGBA + processing to floats on the card] ?

Thanks for your response! :slight_smile:

This thread is covered in the jME fourms
http://www.jmonkeyengine.com/jmeforum/index.php?topic=2483.0

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