Microsoft DirectX 9.0

Emboss Sample


The Emboss sample demonstrates an alternative approach to Microsoft?Direct3D?bump mapping. Embossing is done by subtracting the height map from itself and having texture coordinates that are slightly changed.

Not all cards support Direct3D bump mapping. Refer to the Microsoft DirectX® software development kit (SDK) documentation for more information.


Source: (SDK root)\Samples\C++\Direct3D\Emboss

Executable: (SDK root)\Samples\C++\Direct3D\Bin

User's Guide

The following table lists the keys that are implemented. You can use menu commands for the same controls.

ENTERStarts and stops the scene.
SPACEBARAdvances the scene by a small increment.
F2Prompts the user to select a new rendering device or display mode.
ALT+ENTERToggles between full-screen and windowed modes.
ESCExits the application.
CTRL+ETurns emboss effect on or off.

Programming Notes

A bump map is a texture that stores the perturbation data. Bump mapping requires two textures. One is an environment map, which contains the lights that you see in the scene. The other is the actual bump mapping, which contain values—stored as du and dv—used to bump the environment map's texture coordinates. Some bump maps also contain luminance values to control the shininess of a particular texel.

In this sample, bump mapping is used to emboss the surface of the tiger.

This sample uses common DirectX code that consists of programming elements such as helper functions. This code is shared with other samples in the DirectX SDK. You can find the sample framework headers and source code in (SDK root)\DXSDK\Samples\C++\Common\Include and (SDK root)\DXSDK\Samples\C++\Common\Src.

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