title: How do you use GL_UNSIGNED_BYTE for texture coordinates?
body: <p>In the "OpenGL ES Programming Guide for iOS" documentation included with XCode, in the "Best Practices for Working with Vertex Data" section, under the heading "Use the Smallest Acceptable Types for Attributes", it says</p>
  
  <blockquote>
    <p>Specify texture coordinates using 2 or 4 unsigned bytes
    (GL_UNSIGNED_BYTE) or unsigned short (GL_UNSIGNED_SHORT).</p>
  </blockquote>
  
  <p>I'm a bit puzzled. I thought that texture coordinates would be &lt; 1 most of the time, and so would require a float to represent fractional values.  How do you use unsigned bytes or unsigned shorts?  Divide it by 255 in the shader?</p>