D3DXComputeNormalMap function
Converts a height map into a normal map. The (x,y,z) components of each normal are mapped to the (r,g,b) channels of the output texture.
Syntax
HRESULT D3DXComputeNormalMap(
_Out_ LPDIRECT3DTEXTURE9 pTexture,
_In_ LPDIRECT3DTEXTURE9 pSrcTexture,
_In_ const PALETTEENTRY *pSrcPalette,
_In_ DWORD Flags,
_In_ DWORD Channel,
_In_ FLOAT Amplitude
);
Parameters
-
pTexture [out]
-
Type: LPDIRECT3DTEXTURE9
Pointer to an IDirect3DTexture9 interface, representing the destination texture.
-
pSrcTexture [in]
-
Type: LPDIRECT3DTEXTURE9
Pointer to an IDirect3DTexture9 interface, representing the source height-map texture.
-
pSrcPalette [in]
-
Type: const PALETTEENTRY*
Pointer to a PALETTEENTRY type that contains the source palette of 256 colors or NULL.
-
Flags [in]
-
Type: DWORD
One or more D3DX_NORMALMAP flags that control generation of normal maps.
-
Channel [in]
-
Type: DWORD
One D3DX_CHANNEL flag specifying the source of height information.
-
Amplitude [in]
-
Type: FLOAT
Constant value multiplier that increases (or decreases) the values in the normal map. Higher values usually make bumps more visible, lower values usually make bumps less visible.
Return value
Type: HRESULT
If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be the following value: D3DERR_INVALIDCALL.
Remarks
This method computes the normal by using the central difference with a kernel size of 3x3. The central differencing denominator used is 2.0. RGB channels in the destination contain biased (x,y,z) components of the normal.
Requirements
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See also