John Carmack wrote: At 11:12 AM 10/11/2002 -0700, you wrote: > Is there any reason not to merge the normalization cubemap into the 3D > attenuation texture? > > It requires texcoords of the proper scale based on distance, but could > make triple texture 3D (Radeon) interaction only two passes. The old three texture Radeon uses two texture units to do 3D texturing, and it doesn't allow mipmapping of 3D textures, so they can get quite significantly slow. I was disappointed with this on the Radeon. > Also, a short question: what kind of attenuation fallback do you use > when 3D texturing is not available (GF2)? I don't use 3D textures for any standard feature. The lighting is a 2D projection modulated by a 1D falloff. This is not radially symetric, but it gets the job done. John Carmack