[libgdx] Shaders, Light system.

Yeah, but is it like a known bug of box2dlight or just me?

Let me show the code, hope you guys can pinpoint what am I doing wrong here. (please help!)

Box2dLight used.

The Application Listener:


public void create() {	
	testStage = new BaseStage(800, 480, true);		
	FileHandle backgroundPicture = Gdx.files.internal("assets/sampleBG.png");
	texture = new Texture(backgroundPicture);
	Image img = new Image("bg", texture);
	img.x = 0;
	img.y = 0;		
	testStage.addActor(img);		
}
@Override
public void render() {		
    GLCommon gl = Gdx.gl;
    gl.glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT);
    
    testStage.act(Gdx.graphics.getDeltaTime());
    testStage.draw();
}

The Base Stage:


public class BaseStage extends Stage implements InputProcessor {
	
	RayHandler rayHandler;	
	World world;
	OrthographicCamera camera;
	
	public BaseStage(float width, float height, boolean stretch) {
		super(width, height, stretch);
		Gdx.input.setInputProcessor(this);
		
		camera = new OrthographicCamera(80, 48);
		world = new World(new Vector2(0, 0), true);
		rayHandler = new RayHandler(world);
		rayHandler.setCulling(true);
		rayHandler.setCombinedMatrix(camera.combined);		
		rayHandler.useDiffuseLight(true);
		rayHandler.setAmbientLight(0.2f, 0.2f, 0.2f,1.0f);
	}

	@Override
	public void draw () {
		super.draw();			
		
		rayHandler.updateAndRender();
	}
	
	@Override
	public void dispose() {
		rayHandler.dispose();
	}
	
	public Vector2 gdxCoordinateToBox2D(float x, float y) {
		float K = 10;
		return new Vector2(x/K-width/(2*K), height/(2*K)-y/K);
		
	}

	@Override
	public boolean touchUp(int x, int y, int pointer, int button) {
		Vector2 coordinate = gdxCoordinateToBox2D(x, y);
		Color clr3 = new Color(0.5f,0.8f,0.2f, 0.9f);
		Light pt = new PointLight(rayHandler, 5, clr3, 30, coordinate.x, coordinate.y); 
		pt.setStaticLight(true);
		
		return false;
	}
}

The Problem:

So when lights overlap, instead of getting more greener, it kinda cancels itsef and get’s to original picture.
I guess I am using it wrong, any help will be so much appreciated!

Sorry for late answer.
Thats not a bug. Problem is related to low dynamic range rendering. You just overburn the color buffer and everything is solid white at those points where many light overlap.