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Home/ Questions/Q 8654659
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Editorial Team
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Editorial Team
Asked: June 12, 20262026-06-12T14:50:32+00:00 2026-06-12T14:50:32+00:00

I’m writing an android game using opengl. I’m using: colour = Color.rgb(theR,theG,theB); (all ints)

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I’m writing an android game using opengl.
I’m using:

colour = Color.rgb(theR,theG,theB);

(all ints) to store the color of a rectangle. Then I parse out the RGB to render the rectangle:

colorR = Color.red(color);
colorG = Color.green(color);
colorB = Color.blue(color);

For example for color 53,130,255 this should result in a blue but on my app it results in a white. If i use 1,1,1 i get white. If i use 0,0,0 i get black. If i use 0,1,0 I get green etc. So it looks like any value over one is treated as 1 and so i am not getting the full 0…255 range. I tried using Color.argb and color = Color.parseColor(theColor) where the Color is a string.
I’m using this in an opengles app. I have a class to display a rectangle of color. This definitely works fine as the correct size rectangle is rendered, just not a color using values above 1. I also use textures and everything displays fine.
any ideas?
thanks a million

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  1. Editorial Team
    Editorial Team
    2026-06-12T14:50:33+00:00Added an answer on June 12, 2026 at 2:50 pm

    Most OpenGL functions accept colors as floats, with 0 being minimum intensity, and 1 being maximum intensity.

    Just divide your RGB values by 255.f before passing to OpenGL and you should be fine.

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