I'm trying to read skinned mesh from .HKX file and everything works just fine. But exporter uses hkxVertexFormat::m_tQuantizedCoordOffset for texture coordinates offset. I realized it's [0...1] uv's encoded in short (int16) format. But I can't realize maximum bound value to convert them to float. Division by 32767 gives crappy result and seems like value 1.0 is something like ~3250. Question is: what is the value for 1.0?
Quantized 16 bit texture coords.