D3DX11ComputeNormalMap function
Note
The D3DX (D3DX 9, D3DX 10, and D3DX 11) utility library is deprecated for Windows 8 and is not supported for Windows Store apps.
Note
Instead of using this function, we recommend that you use the DirectXTex library, ComputeNormalMap.
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 D3DX11ComputeNormalMap(
_In_ ID3D11DeviceContext *pContext,
_In_ ID3D11Texture2D *pSrcTexture,
_In_ UINT Flags,
_In_ UINT Channel,
_In_ FLOAT Amplitude,
_In_ ID3D11Texture2D *pDestTexture
);
Parameters
-
pContext [in]
-
Type: ID3D11DeviceContext*
Pointer to an ID3D11DeviceContext interface, representing the source height-map texture.
-
pSrcTexture [in]
-
Type: ID3D11Texture2D*
Pointer to an ID3D11Texture2D interface, representing the source height-map texture.
-
Flags [in]
-
Type: UINT
One or more D3DX_NORMALMAP flags that control generation of normal maps.
-
Channel [in]
-
Type: UINT
One D3DX_CHANNEL flag specifying the source of height information.
-
Amplitude [in]
-
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]
-
Type: ID3D11Texture2D*
Pointer to an ID3D11Texture2D 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
Requirement | Value |
---|---|
Header |
|
Library |
|