well, ive determined that the rings come from a depth issue. the shallower it reads from the closer the rings are until its solid. if only there was enough way to pack more precision into it easier (racking my brain right now)

thought this will be interesting (off of the msdn hlsl reference)

Quote:

double - 64-bit floating point value, that can be used inside a shader function in Direct3D 11 (see the topic, Double Precision in the Direct3D 11 docs).

doubles in shaders? i might just need to get vista when dx 11 comes out laugh