Note
Access to this page requires authorization. You can try signing in or changing directories.
Access to this page requires authorization. You can try changing directories.
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 |
|