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Check this eq. in parallax occlusion mapping

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In ATI's paper, Dynamic Parallax Occlusion Mapping with Approximate Soft Shadow, I found something strange. Sampling rate equation is n = n_{min} + N\cdot V(n_{max}-n_{min}). But authors say, 'we increase the sampling rate along the steep viewing angles' Steep viewing angle is large angle between view direction and geometric normal. But with this eq. we can get only small sampling rate n. Indeed, this dot product is negative. So view direction V must be negative. I think this equation should be following eq. n = n_{max} - N\cdot (-V)(n_{max}-n_{min}). (or Eye Direction instead of -V) Am I wrong? Where? In Jason Zink's code, this is revised. old version http://www.gamedev.net/reference/articles/article2325.asp revised version http://members.gamedev.net/JasonZ/Parallax/Parallax_Occlusion_Mapping.txt Thank you.

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