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Meshboy

Apply Parallax occlusion Mapping on Mesh

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Hello! I can´t find any good resources / code on how to implement Parallax Occlusion Mapping onto a Mesh. After seing the demo in the SDK i really have to have this effect in my game, it looks awesome! I think there is some built In Function in DX9 that can compute the TangentVectors? Anyone?

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There most certainly is a function that does it, and it's called D3DXComputeTangentFrameEx. In fact if you have look at the LoadMesh function in that sample, you'll notice that it uses this function to calculate the tangents and binormals of the mesh it loads.

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There is no LoadMesh function in my sample, there is only a cube. Can you give me a link to the project you are referring?

i think these are the keywords i am looking for:
D3DXLoadMeshFromX()
CloneMesh() //Guess this is the one with the computed tangent
D3DXComputeTangentFrameEx() //do the magic

or am i wrong?

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