tex1.clr = dot_product(tex1.coord,tex0.color) wich is GL_NV_DOTPRODUCT_PASSTROUGH or however called
or we can do
tex1.clr = tex1.data[dot_product(tex1.coord,tex0.color)] wich is GL_NV_DOTPRODUCT_TEXTURE_1D or however called…
so far so good. but there is no way of calculating fast
tex0.clr = tex0.data[dot_product(tex0.coord,tex0.coord)], sort of GL_NV_SQUARED_LENGTH_1D in yet… need 2 texturestages one with passtrough and the second with GL_NV_DOTPRODUCT_TEXTURE_1D then, right?
If tex0 is a 1D texture, you can easily just put the squared-input-mapping in the texture data (and making it a little wider to compensate for the loss of precision).
i want to look up the the texcoords i put in… the texcoords are 3d, a vector, and i want to dot the vec with itself to use this as 1d-texture coordinate…
but this does not work except i use 2 texturestages for this…
its faster to use a 3d-texture and look the result there in up than using a 1d-texture… great architectural design…