Microsoft DirectX 8.1 (C++)

Emboss Sample

Description

The Emboss sample demonstrates an alternative approach to Microsoft® Direct3D® bump mapping. Embossing is done by subtracting the height map from itself and having texture coordinates that are slightly changed.

Not all cards support Direct3D bump mapping. Refer to the Microsoft DirectX® SDK documentation for more information.

Path

Source: (SDK root)\Samples\Multimedia\Direct3D\Emboss

Executable: (SDK root)\Samples\Multimedia\Direct3D\Bin

User's Guide

The following table lists the keys that are implemented. You can use menu commands for the same controls.

Key Action
ENTER Starts and stops the scene.
SPACEBAR Advances the scene by a small increment.
F2 Prompts the user to select a new rendering device or display mode.
ALT+ENTER Toggles between full-screen and windowed modes.
ESC Exits the application.
CTRL-E Turns emboss effect on/off.

Programming Notes

A bump map is a texture that stores the perturbation data. Bump mapping requires two textures. One is an environment map, which contains the lights that you see in the scene. The other is the actual bump mapping, which contain values—stored as du and dv—used to bump the environment map's texture coordinates. Some bump maps also contain luminance values to control the shininess of a particular texel.

In this sample, bump mapping is used to emboss the surface of the tiger.

This sample uses common DirectX code that consists programming elements such as helper functions. This code is shared with other samples in the DirectX SDK. You can find the common headers and source code in (SDK root)\Samples\Multimedia\Common.