I'm trying to get color for my color picker, but I get a float value, that differ from value I stored. For example I set 0.5, but I take 0.498039 (this is the real numbers). I don't build any FBO and read color from GL_BACK directly:
glReadBuffer(GL_BACK);
glReadPixels(x, y, 1, 1, GL_RGB, GL_FLOAT, &color);
How can I save precision of floating point value? Is it possible to change GL_FLOAT to another which would save precision? Is it possible to get in &color numbers greater than 1.0?