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Normal Mapping


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Author:  TheTutor

Normal mapping is the new base line standard for high end graphics such as you find on the Xbox 360 for example.  Normal mapping consists of creating a texture map that stores a unit normal at each pixel location.  The normals are mapped onto an object and used during lighting to give the illusion of extra detail which otherwise would take additional polygons to create. 

Functions/Methods Used:  Direct3DCreate9(), D3DXCreateEffectFromFile(), assert(), D3DXMatrixRotationY(), D3DXMatrixTranslation()

IDirect3D9::  CreateDevice(), Release()

IDirect3DDevice9::  BeginScene(), EndScene(), SetStreamSource(), SetIndices(), SetFVF(), DrawIndexedPrimitive(), Clear(), SetTransform(), Release()

ID3DXEffect:: Begin(), End(), BeginPass(), EndPass(), SetTechnique(), SetMatrix(), SetFloatArray(), SetBool(), GetBool(), Release()

ID3DXBuffer:: GetBufferPointer()

ID3DXMesh:: CloneMeshFVF(), LockVertexBuffer(), UnlockVertexBuffer(), GetVertexBuffer(), GetIndexBuffer(), GetNumVertices(), GetNumFaces(), Release()

HLSL:  mul(), normalize(), pow(), max(), dot(), tex2D()


 
 
 


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