D3DX10ComputeNormalMap function
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 D3DX10ComputeNormalMap( _In_ ID3D10Texture2D *pSrcTexture, _In_ UINT Flags, _In_ UINT Channel, _In_ FLOAT Amplitude, _In_ ID3D10Texture2D *pDestTexture );
Parameters
- pSrcTexture [in]
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Type: ID3D10Texture2D*
Pointer to an ID3D10Texture2D interface, representing the source height-map texture.
- Flags [in]
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Type: UINT
One or more D3DX_NORMALMAP flags that control generation of normal maps.
- Channel [in]
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Type: UINT
One D3DX_CHANNEL flag specifying the source of height information.
- Amplitude [in]
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Type: FLOAT
Constant value multiplier that increases (or decreases) the values in the normal map. Higher values usually make bumps more visible, lower values usually make bumps less visible.
- pDestTexture [in]
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Type: ID3D10Texture2D*
Pointer to an ID3D10Texture2D interface, representing the destination texture.
Return value
Type: HRESULT
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 3x3. RGB channels in the destination contain biased (x,y,z) components of the normal. The central differencing denominator is hardcoded to 2.0.
Requirements
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See also