im doing some research on per-pixel lighting stuff.
Im having a problem with specular highlights, it seems that as “i get away” from an object, the more brighter it becomes.
Im using dot3, and a normalization cube map, and i dont wanna use any register combiners stuff.
I use all math correctly (i think), im passing half-vector into 3d coordinates.
I’ve tried also passing half vector as per-vertex diffuse color, but this stupid problem persists.
Can anyone help me
(sorry for bad english)