D3DX10_NORMALMAP_FLAG enumeration

These flags are used to control how D3DX10ComputeNormalMap generates normal maps. Any number of these flags may be OR'd together in any combination.

Syntax

typedef enum D3DX10_NORMALMAP_FLAG { 
  D3DX10_NORMALMAP_MIRROR_U           = (1 << 16),
  D3DX10_NORMALMAP_MIRROR_V           = (2 << 16),
  D3DX10_NORMALMAP_MIRROR             = (3 << 16),
  D3DX10_NORMALMAP_INVERTSIGN         = (8 << 16),
  D3DX10_NORMALMAP_COMPUTE_OCCLUSION  = (16 << 16)
} D3DX10_NORMALMAP_FLAG, *LPD3DX10_NORMALMAP_FLAG;

Constants

D3DX10_NORMALMAP_MIRROR_U

Indicates that pixels off the edge of the texture on the U-axis should be mirrored, not wraped.

D3DX10_NORMALMAP_MIRROR_V

Indicates that pixels off the edge of the texture on the V-axis should be mirrored, not wraped.

D3DX10_NORMALMAP_MIRROR

Same as D3DX10_NORMALMAP_MIRROR_U | D3DX10_NORMALMAP_MIRROR_V.

D3DX10_NORMALMAP_INVERTSIGN

Inverts the direction of each normal.

D3DX10_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 would mean that the pixel is completely obscured.

Requirements

Requirement Value
Header
D3DX10Tex.h

See also

D3DX Enumerations