Quote:

Just a few things to note:

Loading a bmp, the format becomes D3DFMT_R5G6B5 ( 23 )
Loading a tga, the format becomes D3DFMT_X8R8G8B8 ( 22 )

Calling bmap_to_uv(), makes it D3DFMT_V8U8 ( 60 )
Calling bamp_to_normals(), makes it D3DFMT_A8R8G8B8 ( 21 )






The Miscrosoft BumpWaves.Cpp evidentally generates these:

Code:
 // Load the texture for the background image
if( FAILED( D3DUtil_CreateTexture( m_pd3dDevice, _T("Lake.bmp"),
&m_pBackgroundTexture, D3DFMT_R5G6B5 ) ) )
return D3DAPPERR_MEDIANOTFOUND;

// Create the bumpmap.
m_psBumpMap = CreateBumpMap( 256, 256, D3DFMT_V8U8 );
if( NULL == m_psBumpMap )
return E_FAIL;