Microsoft DirectX 8.1 (C++) |
A bump map is a IDirect3DTexture8 object that uses a specialized pixel format. Rather than storing red, green, and blue color components, each pixel in a bump map stores the delta values for u and v (Du and Dv) and sometimes a luminance component, L. These values are applied by the system as described in the Bump Mapping Formulas topic.
You can specify a bump map pixel format by setting the D3DFORMAT enumerated type to one of the following bump map pixel formats.
Format | Description |
---|---|
D3DFMT_V8U8 | 16-bit bump-map format. |
D3DFMT_L6V5U5 | 16-bit bump-map format with luminance. |
D3DFMT_X8L8V8U8 | 32-bit bump-map format with luminance where 8 bits are reserved for each element. |
D3DFMT_Q8W8V8U8 | 32-bit bump-map format. |
D3DFMT_V16U16 | 32-bit bump-map format. |
D3DFMT_W11V11U10 | 32-bit bump-map format. |
The Du and Dv components of a pixel are signed values that range from –1.0 to +1.0. The luminance component, when used, is an unsigned integer value that ranges from 0 to 255.
Note Before picking a bump map pixel format, you should check if the particular format is supported. For more information, see Detecting Support for Bump Mapping.