When I call
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, w, h, 0, GL_RGBA, GL_FLOAT, data);
, it seems that OpenGL will clamp the values of data to [0.0, 1.0].
Is there some way to prevent OpenGL from clamping it, and just write the exact floating point data?
Side Note: I am curious, is there a valid reason for OpenGL to do this clamping? Or is it just (IMHO) poor design?