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deferred buffers clamped

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I have one light in right now that I can move around in a box room. The floor, left wall, front wall are the only ones to light. Which all have 1 component being positive and the rest zero. Anything with a negative component is clamped at 0. I even check if( component < 0) turn it to white, and nothing passed that test. So its clamping. This is my texture parameter for diffuse,position,normal. Maybe I missed something about converting them to all above 0? glTexImage2D(GL_TEXTURE_2D,0, GL_RGB16, 800,600, 0, GL_RGB, GL_FLOAT, NULL);

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The GL_RGB16 format is essentially a unsigned fixed point representation, so negative values have no meaning for it. You probably need floating point textures (GL_ARB_texture_float or Core OpenGL 3.0) using the GL_RGB16F or GL_RGB32F enumerations (for 16 or 32 bit floats).

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