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question about "A Closer Look At Parallax Occlusion Mapping "

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"A Closer Look At Parallax Occlusion Mapping ", http://www.gamedev.net/community/forums/topic.asp?key=featart&uid=2325&forum_id=35&Topic_Title=A+Closer+Look+At+Parallax+Occlusion+Mapping i can not understand how to calc "Ua" in the article: Ua = (stepHeight - vCurrSample.a) / ((vLastSample.a - vCurrSample.a) - fStepSize) can anyone tell me the math theory about it?

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Hello,

After reviewing the old code during an update to D3D10, I have found that there was indeed a bug in the interpolation between the two points. I have rewritten the effect file for D3D10, and am making it available here.

The updated code will work in D3D9 as well, but just needs to be ported back. It is significantly more efficient and produces much higher quality images without as many samples. I also included a 'gridlines' generation technique that can be used to accentuate the contours of the surface. If anyone has any issues with the new file please let me know!

I have also added this comment to the discussion thread for the article.

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