I am implementing displacement over a tessellated surface, but the result is strange because the position of the vectors is tending to go up. Is that normal? i think the new position must follow the normal map.
THis is my code:
float offset = g_DisplacementTxt.SampleLevel(g_samLinear, Out.texCoord, 0).x;
float4 txtNormal = g_NormalTxt.SampleLevel( g_samLinear, Out.texCoord, 0 ) * 2 -1;
position = position + (txtNormal * offset);