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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.
Normal map options. You can combine any number of these flags by using a bitwise OR operation.
Syntax
typedef enum D3DX11_NORMALMAP_FLAG {
D3DX11_NORMALMAP_MIRROR_U = (1 << 16),
D3DX11_NORMALMAP_MIRROR_V = (2 << 16),
D3DX11_NORMALMAP_MIRROR = (3 << 16),
D3DX11_NORMALMAP_INVERTSIGN = (8 << 16),
D3DX11_NORMALMAP_COMPUTE_OCCLUSION = (16 << 16)
} D3DX11_NORMALMAP_FLAG, *LPD3DX11_NORMALMAP_FLAG;
Constants
-
D3DX11_NORMALMAP_MIRROR_U
-
Indicates that pixels off the edge of the texture on the U-axis should be mirrored, not wraped.
-
D3DX11_NORMALMAP_MIRROR_V
-
Indicates that pixels off the edge of the texture on the V-axis should be mirrored, not wraped.
-
D3DX11_NORMALMAP_MIRROR
-
Same as D3DX11_NORMALMAP_MIRROR_U | D3DX11_NORMALMAP_MIRROR_V.
-
D3DX11_NORMALMAP_INVERTSIGN
-
Inverts the direction of each normal.
-
D3DX11_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 would mean that the pixel is completely obscured.
Remarks
These flags are used by D3DX11ComputeNormalMap.
Requirements
Requirement | Value |
---|---|
Header |
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