since every light in a scene could possibly effect any object, all lights of a scene have to be set before rendering the objects. So the solution here are arrays, UBOs or Textures. But even if with UBOs/Textures one is probably able to store more lights than one would ever need, it remains some kind of static. So there is always a fix number of lights that can be handled, and this number must be known at compile time.
Is there any solution to this? Is that (array, UBO) really the "standard-way" of handling multiple lights in a scene?
Thanks for your help.