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D3DXComputeNormalMap wierdness

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If you pass in a flat grey texture to D3DXComputeNormalMap() the normal map produced is not flat. Does anyone know why this is or how to get around it? Thanks in advance.

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Greetings!

Check the Martin Baker site (eucldian space i think, google it). There are a lot tutorials on normals and 3d math. D3DXComputeNormals is designed to compute smooth not flat normals. Flat normals can be computed easily. Just check the site.

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Thanks for that link, I must admit that is a very useful site, although I couldn't really find an answer to my question.

The main problem I have is that I'm trying to create a normal map for a car bonnet, it is generally flat with a small raised area in the middle of it.

Using D3DXComputeNormalMap() the flat areas come out slightly stripy with every other column of pixels a slightly different shade. This creates odd artifacts when the normal map is then used to access a cubic environment map.

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