How do you represent a normal or texture coordinate using GLshorts?
问题 A lot of suggestions on improving the performance in iPhone games revolve around sending less data to the GPU. The obvious suggestion is to use GLshorts instead of GLfloat wherever possible, such as for vertices, normals, or texture coordinates. What are the specifics when using a GLshort for a normal or a texture coordinate? Is it possible to represent a GLfloat texture coordinate of 0.5 when using a GLshort? If so, how do you do that? Would it just be SHRT_MAX/2? That is, does the range of