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ParallaxOcclusionMapping Error

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hi all I study ParallaxOcclusionMapping on HLSL, I got an DirectX SDK. but I can't understand some code, for example: // Normalize the light and view vectors and transform it to the tangent space: float3x3 mWorldToTangent = float3x3( vTangentWS, vBinormalWS, vNormalWS ); // Propagate the view and the light vectors (in tangent space): Out.vLightTS = mul( vLightWS, mWorldToTangent ); // error? Out.vViewTS = mul( mWorldToTangent, vViewWS ); I think it should be : Out.vLightTS = mul( mWorldToTangent, vLightWS); transform vLightWS to TangentSpace. Is my mind wrong?

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I have written an article about POM (see link below) that may be beneficial to you while learning the basic concepts.

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Hi,
I'm wondering the same question.
I didn't found explication in the article...

Why don't we multiply the Light and View in the same order ?

Edit: anyway, it's not an error, because the directX sample works with that :) Edited by Richard Geslot

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