Poznámka
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These flags are used to control how D3DX10ComputeNormalMap generates normal maps. Any number of these flags may be OR'd together in any combination.
Syntax
typedef enum D3DX10_NORMALMAP_FLAG {
D3DX10_NORMALMAP_MIRROR_U = (1 << 16),
D3DX10_NORMALMAP_MIRROR_V = (2 << 16),
D3DX10_NORMALMAP_MIRROR = (3 << 16),
D3DX10_NORMALMAP_INVERTSIGN = (8 << 16),
D3DX10_NORMALMAP_COMPUTE_OCCLUSION = (16 << 16)
} D3DX10_NORMALMAP_FLAG, *LPD3DX10_NORMALMAP_FLAG;
Constants
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D3DX10_NORMALMAP_MIRROR_U
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Indicates that pixels off the edge of the texture on the U-axis should be mirrored, not wraped.
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D3DX10_NORMALMAP_MIRROR_V
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Indicates that pixels off the edge of the texture on the V-axis should be mirrored, not wraped.
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D3DX10_NORMALMAP_MIRROR
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Same as D3DX10_NORMALMAP_MIRROR_U | D3DX10_NORMALMAP_MIRROR_V.
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D3DX10_NORMALMAP_INVERTSIGN
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Inverts the direction of each normal.
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D3DX10_NORMALMAP_COMPUTE_OCCLUSION
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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.
Requirements
Requirement | Value |
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Header |
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See also