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what type of values do your 2 textures have?
x^2+y^2 and z^2 or x+y and z? if first, your distance-attentuation is not perpixel but pertexel, cause during the linear filtering you loose the correct x^2+y^2 and z^2 and you get an interpolated one instead.. if so, try this:
store x,y in the first texture (0-1-range) and z in the second (0-1-range, too) then calculate this in your combiners: x^2+y^2+z^2
if the 2d texture is luminance-alpha, and the 1d is luminance,this means combiner0rgb:tex0=tex0*tex0+tex1*tex1, combiner0alpha: tex0=tex0*tex0, combiner1=unsigned_invert(tex0)+invert(tex0.a)
else, yeah, you though good about what you had to do, great
anyways, nice job. now do it with a mesh, for example a q3-model or a .3ds-file or whatever..
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