   Light a textured surface beyond 1,1,1 level?
  Say for example, I want a flash of blinding light, that will light my green grass texture to a blinding light green-white.  The gl_lighting seems top-bound to (1,1,1).. only capable of applying darkness rather than light.  Is there a way to apply positive brightness to a texture?Mop 
  You can use Fragment Shaders. I should be able to scale Colors from above (1,1,1) to (1,1,1).   Corrailcorrail@gmx.atICQ#59184081 ;  Do you have an example source using fragment shaders to achieve this effect?  Or know where I might find one?;  If you''re using ARB_fragment_program try this:# Input definitionTEMP color;TEMP temp;OUTPUT oColor = result.color;PARAM one = {1.0, 1.0, 1.0, 1.0};# Color computation# Color computationMAX temp, one, color.xxxx;MAX temp, temp, color.yyyy;MAX temp, temp, color.zzzz;RCP temp, temp;MUL oColor, temp, color;   Corrailcorrail@gmx.atICQ#59184081 ;  Hmm, I thought you could get every shade/colour visible to the naked eye, using 0 - 1. You could try over lightening the actual textures on load it would mean loading 2 textures tho a light one and a dark one. You can lighten it using something like: void CTexture::AdjustColour(){   int end = width * height * bpp;   int i = 0;   for (int j = 0; j < end; j++, i++) imageData[i] = (imageData[i] >= 128) ? 255 : imageData[i] * 2;}Thats ripped straight out of my texture class, its easy enough to convert though. imageData is the byte data, width/height and bpp are the attributes of the image (bpp = 3 for RGB or 4 for RGBA)Call it after loading the file and before generating the texture.I hope that helps.   Hyperdev"To err is human, to really mess up requires a computer";  hey...i might have misunderstood your question but here it goes...  what color is a flash of bright light? white.  what makes it seem bright is the contrast between the different colors in the scene.  one way you could make your flash seem bright it to darken up your scene.   -PmanC ;  Lukerd, what is the purpose of the variable j in your code? It seems completely useless, (replaceable by i) unless thats some bizarre technique ive never heard of ... ;  LOL, oh yeah, that must have been left behind from a double loop I had ages ago, I can''t believe I never noticed that! Thanks.New Code:  void CTexture::AdjustColour(){   int end = width * height * bpp;   for (int j = 0; j < end; j++) imageData[j] = (imageData[j] >= 128) ? 255 : imageData[j] * 2;} Hyperdev"To err is human, to really mess up requires a computer";  Yeah, I suppose multiple textured or lighter modifications of an existing texture is one way to go, but then I''d have to create lighter versions for everything that I would want this flash to light up.  As for trying to cause extra contrast to look like more lighting, the environment is already pretty dark   I just can''t believe lighting would be capped at the original texture colors, rather than at solid white.  Someone on gametutorials suggested I throw a multitexture round shine on my surface, which is about the closest thing I''ve seen yet, but making that look right on funny-shaped surfaces would be more trouble than it''s worth.Someone also suggested that I fiddle with the GL_SHININESS attribute of the material, which seemed to do absolutely nothing   Maybe there''s something I need to glEnable that I haven''t, to make that function.Anyhow, if you have more ideas, feel free to post them If you don''t know what I''m talking about, I made up three quick images in paint shop.. you''ll have to excuse the crudity of the "light" effect, I tossed it on there quick using the lighten/darken filter.. http://www.frontiernet.net/~sponge/grass_nolight.jpg Grass texture at full lighthttp://www.frontiernet.net/~sponge/grass_darklight.jpg Current "lighting" capabilities: darken the original texturehttp://www.frontiernet.net/~sponge/grass_lightlight.jpg  Desired effect: lighten past the original texture colors.Mop 