Hmm really the matrix was useful but it doesn't work as i want... i need to project skin3 on my model like a cubemap, but now it's printed by the side of the model, like a normal skin...
Here is my code:
Code:
m3x3 oT3, v7, c9 //matWorldInv is in c9
};
pixelShader=
asm
{
ps.1.3
def c0, 1.0f,0.0,0.0,0.0
tex t0 // fetch normalized normal
texdp3tex t1,t0 // light.normal=u -> use u to lookup in t1 // _bx2 -> 0..1 of normcube will be -1..1
tex t2 // sample color map
tex t3 //damagemap in mtlSkin3
mul r1, t3, c0 //multiply the cubemap for its color
mad r0, t1, t2, r1 //add the cubemap to base + shadow
};
Can anyone post an example where is showed how i could do to cubemap skin3? Thanks.