Original Post
Hi, all!
I''m absolutly confused from dot3 lighting and I need help.
I try to do complex lighting, but I can''t configure texture environment to apply diffuse lighting.
I want to do it with 3 tex units this way: 1st tex unit - primary color dot normal map, 2nd - 2d attenuation map multipled by light color (secondary color) and z coord of light (-> z attenuation) and 3rd unit - decal.
Is this right solution? Can anyone send this coded? Please...
Next I plained to add specular color in 2nd pass. How can I do (H dot N)ˆ2?
btw: WITHOUT nVidia register combiners or shaders!