Microsoft DirectX 8.1 (C++) |
D3DX_NORMALMAP Flags
Control the generation of normal maps.
#define D3DX_NORMALMAP_MIRROR_U (1 << 16) #define D3DX_NORMALMAP_MIRROR_V (2 << 16) #define D3DX_NORMALMAP_MIRROR (3 << 16) #define D3DX_NORMALMAP_INVERTSIGN (8 << 16) #define D3DX_NORMALMAP_COMPUTE_OCCLUSION (16 << 16)
Constants
- D3DX_NORMALMAP_MIRROR_U
- Indicates that pixels off the edge of the texture on the U-axis should be mirrored, not wrapped.
- D3DX_NORMALMAP_MIRROR_V
- Indicates that pixels off the edge of the texture on the V-axis should be mirrored, not wrapped.
- D3DX_NORMALMAP_MIRROR
- Same as specifying D3DX_NORMALMAP_MIRROR_U | D3DX_NORMALMAP_MIRROR_V.
- D3DX_NORMALMAP_INVERTSIGN
- Inverts the direction of each normal.
- D3DX_NORMALMAP_COMPUTE_OCCLUSION
- Computes the per-pixel occlusion term and encodes it into the alpha. An alpha of 1 means that the pixel is not obscured in any way, and an alpha of 0 means that the pixel is completely obscured.
Requirements
Header: Declared in D3d8tex.h.