   Relief mapping parameters
  hey,I wanna try to implement this but I don't know what two parameters are for. The first couple of lines from the original HLSL implementation are:f2s main frag relief( v2f IN,uniform sampler2D rmtex:TEXUNIT0, // rm texture mapuniform sampler2D colortex:TEXUNIT1, // color texture mapuniform float4 lightpos, // light position in view spaceuniform float4 ambient, // ambient coloruniform float4 diffuse, // diffuse coloruniform float4 specular, // specular coloruniform float2 planes, // near and far planes infouniform float tile, // tile factoruniform float depth) // scale factor for height-field depth{f2s OUT;float4 t,c; float3 p,v,l,s; float2 dp,ds,uv; float d;// ray intersect in view directionp = IN.vpos; // pixel position in eye spacev = normalize(p); // view vector in eye space// view vector in tangent spaces = normalize(float3(dot(v,IN.tangent.xyz),dot(v,IN.binormal.xyz),dot(IN.normal,-v)));// size and start position of search in texture spaceds = s.xy*depth/s.z;dp = IN.texcoord*tile;Now what exactly are depth and tile for and how can I calculate the best values for my application?   
With the launch of the next Xbox dashboard update will come a slight change to the proportions of the Avatars.View the full article