Microsoft DirectX 8.1 (C++) |
D3DXComputeNormalMap
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.
HRESULT D3DXComputeNormalMap( LPDIRECT3DTEXTURE8 pTexture, LPDIRECT3DTEXTURE8 pSrcTexture, CONST PALETTEENTRY* pSrcPalette, DWORD Flags, DWORD Channel, FLOAT Amplitude );
Parameters
- pTexture
- [out, retval] Pointer to an IDirect3DTexture8 interface, representing the destination texture.
- pSrcTexture
- [in, retval] Pointer to an IDirect3DTexture8 interface, representing the source height-map texture.
- pSrcPalette
- [in] Pointer to a PALETTEENTRY type that contains the source palette of 256 colors or NULL.
- Flags
- [in] One or more D3DX_NORMALMAP flags that control generation of normal maps.
- Channel
- [in, out] One D3DX_CHANNEL flag specifying the source of height information.
- Amplitude
- [in] Constant value by which the height information is multiplied.
Return Values
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 3×3. RGB channels in the destination contain biased (x,y,z) components of the normal.
Requirements
Header: Declared in D3dx8tex.h.
Import Library: Use D3dx8.lib.