I'm using texture-based DOT3 lighting to achieve bump mapping on older iPhones, and I'm wondering if there's a sneaky way to make it look correct even when the viewpoint changes.
With "real" lighting, normals get transformed by the inverse model-view matrix. With texture-based DOT3 lighting, there's no transform.
With shader-based bump mapping, the normal map is in tangent space. With DOT3 lighting, the normal map needs to be in eye space. This is okay only if you have a fixed viewpoint, or if your geometry happens to be a flat plane.
Should I just accept this as another limitation of DOT3 lighting? Since it can't handle specular either, I'm starting to question how useful it really is.