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Sets a normal vector for each texel in a texture object. This method is used to store vertex normal vectors from a mesh (or interpolated vertex normals if pixel-based precomputed radiance transfer (PRT) is being computed).
Syntax
HRESULT SetPerTexelNormal(
LPDIRECT3DTEXTURE9 pNormalTexture );
Parameters
- pNormalTexture
- [in] Pointer to an IDirect3DTexture9 texture object that serves as an object space normal map in which to store normal vectors. The texture must have the same dimensions as ID3DXPRTBuffer and must be able to store signed texture formats.
Return Value
If the method succeeds, the return value is S_OK.
If the method fails, the return value can be one of the following:
D3DERR_INVALIDCALL The method call is invalid. For example, a method's parameter may have an invalid value. E_OUTOFMEMORY Direct3D could not allocate sufficient memory to complete the call.