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Microsoft DirectX 9.0 |
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(
LPDIRECT3DTEXTURE9 pTexture, LPDIRECT3DTEXTURE9 pSrcTexture, const PALETTEENTRY *pSrcPalette, DWORD Flags, DWORD Channel, FLOAT Amplitude );
Parameters
- pTexture
- [out, retval] Pointer to an IDirect3DTexture9 interface, representing the destination texture.
- pSrcTexture
- [in, retval] Pointer to an IDirect3DTexture9 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 Value
If the function succeeds, the return value is D3D_OK.
If the function fails, the return value can be the following value.
D3DERR_INVALIDCALL The method call is invalid. For example, a method's parameter may have an invalid value.
Remarks
This method computes the normal by using the central difference with a kernel size of 3x3. RGB channels in the destination contain biased (x,y,z) components of the normal.
Function Information
Header d3dx9tex.h Import library d3dx9.lib Minimum operating systems Windows 98