   [DirectX10] Parallax mapping looks wrong
  Hi there!I wont to put some parallax mapping into my engine, but something seems to be wrong:The pixel shader is here:float4 wtPixelShader(PixelShaderInput Input) : SV_Target{float3 tCam = WorldToTangent_Inv(normalize(CamLoc-Input.VertexPos),Input.Norm,Input.Tangent,Input.Binormal);float Height = TexUV(Tex2,UV*5).r * 0.03;Height/=tCam.z;float2 ParallaxUV = (UV) + tCam.xy * Height;float4 Color = TexUV(Tex1,ParallaxUV);return Color;//return float4(ParallaxUV,0,1);}//... Include:shared float3 WorldToTangent_Inv(float3 In,float3 Nrm,float3 Tan, float3 Bin){    float3x3 mTangentFrame = {Tan, Bin, Nrm }; return normalize(mul((float3x3)mTangentFrame, In));    }Can you maybe give me some pseudo code? I ahve looked at the SDK sample already, but everything seems to be just like there...   
  Have you tried tweaking that 0.03 value?   ;  Yes, but the height is not the problem. When you take a closer look to the picture, you will notice that they bumps get shifted into the wrong direction...   ;  I had similar problem. The cause of my problem was wrong computation of mesh tangents. I used D3DXComputeTangentFrameEx() for tangent and binormal computation, and passing anything other than NULL for CONST DWORD * pdwAdjacency parameter caused this behavior in shader.   ;  I use a .x loader from the NVIDIA SDK10 for loading my meshes. So, I think they know what they are doing. Also normal mapping works just fine for me.   ;it seems that it shifts correctly by y axis but opposite at x axis.Try this then Height/=tCam.z;tCam.x=-tCam.x;float2 ParallaxUV = (UV) + tCam.xy * Height;float4 Color = TexUV(Tex1,ParallaxUV);;  Sorry, my internet was down for a while. But I found out that the Vertex-Position I used was in Object space. So it works now, but it looks strange. Also, if I rotate the model, the parallax mapping stays the same, just like I never rotated it. :(   ;  There are few things that are almost always responsible for various bump mapping problems. I suggest you try em all ad hoc and see if any work:1) Swap the tangent and binormal params around2) Tranpose the matrix before you multiply with it3) When rotating normals, remember to cast a full matrix to a float3x3   