is there a way to avoid saturation with multi-pass lighting (i.e. where a triangle is rendered N times for N light sources affecting it, using glBlendFunc (GL_ONE, GL_ONE) for each except the first pass)?
(Please don’t propose deferred shading, that’s not what I am looking for. :))
You right it’s not, if your stuck using RGB8 then the only way is to lower the intensity of the lights, but more importantly reduce the number of lights used at any one point as no more than 4-5 is ever needed (Main with ambience, limited area, fill, highlight and effect if your doing that stuff).
but as sqrt[-1] said the best way is using floating point textures.
Either I have understood something wrong, or I cannot render volume shadows if I use a texture as render target (to get an fp render target). Binding a stencil buffer to it failed when I tried to.
The link is dead. Someone mind explaining this to me a little more detailed? I cannot figure it from that short remark.