D3DXComputeNormalMap
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.
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] One D3DX_CHANNEL flag specifying the source of height information.
- Amplitude
- [in] 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.
Return Values
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.
Requirements
Header: Declared in D3dx9tex.h.