I’m trying to do something about my lighting calculations, because they really look poor. Sending all the light data as uniforms really seems stupid. I would much rather send it to shaders via texture. I’m kinda done, but the problem is that opengl caps float values to 1,1,1,1. For example, if I want to send value 10, I cannot, because it gets capped to 1.
Is there a way to fix it?
Here is the glteximage
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGBA, 1, 1, 0, GL11.GL_RGBA, GL11.GL_FLOAT, makeLightData());
EDIT-
I think I will make a tutorial out of this post later on once I figured everything out…