   Best way to pass lights to a shader?
  I want to have multiple dynamic lights (i.e., position changing every frame) in my scene that I will iterate over with a loop in my fragment shader, but I'm unsure of the best way to get this information to the card. Is it better from a performance point of view to put the light data into uniforms, or packed into a texture, or does it not really matter one way or the other?My engine isn't deferred or anything, it's just a plain vanilla forward renderer.   
  when using >3.0 binding a buffer to a texture would be the best wayalso possible with the gpu 4 extention   ;Quote:Original post by Danny02when using >3.0 binding a buffer to a texture would be the best wayalso possible with the gpu 4 extentionAh, I should have specified I'm targeting SM3.0 as the minimum required spec.Also, what is the gpu 4 extension?;  Just use the uniforms, that's pretty much what they're there for.;  Cool, thanks :)