Microsoft DirectX 8.1 (C++)

D3DX_NORMALMAP Flags

Control the generation of normal maps.

#define D3DX_NORMALMAP_MIRROR_U     (1 << 16)
#define D3DX_NORMALMAP_MIRROR_V     (2 << 16)
#define D3DX_NORMALMAP_MIRROR       (3 << 16)
#define D3DX_NORMALMAP_INVERTSIGN   (8 << 16)
#define D3DX_NORMALMAP_COMPUTE_OCCLUSION (16 << 16)

Constants

D3DX_NORMALMAP_MIRROR_U
Indicates that pixels off the edge of the texture on the U-axis should be mirrored, not wrapped.
D3DX_NORMALMAP_MIRROR_V
Indicates that pixels off the edge of the texture on the V-axis should be mirrored, not wrapped.
D3DX_NORMALMAP_MIRROR
Same as specifying D3DX_NORMALMAP_MIRROR_U | D3DX_NORMALMAP_MIRROR_V.
D3DX_NORMALMAP_INVERTSIGN
Inverts the direction of each normal.
D3DX_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 means that the pixel is completely obscured.

Requirements

  Header: Declared in D3d8tex.h.

See Also

D3DXComputeNormalMap