hiya. I'm looking for the simplest, easiest and fastest technique to render 2D textured quads with per-pixel normals. what i mean is a 3D world where the camera is fixed and all the texture quads are facing to the same direction (the camera), and between them there will be light points, and i want the textures to have per-pixel normal values so they'll lit as if they were 3D models.
most techniques i found on the net are way too complicated and heavy cause they refer to real 3D models, while all i need is simple 2d quads.
does anyone knows an appropriate technique or can post a useful tutorial? oh, and DX only pls.
thanks.