It's simply a render of the uv map for AO (vector2 array).
You have to define the right vertex structure. When more uv maps are defined on a model, a vertex structure has extra texcoords:
Vector3 Position;
Vector3 Normal;
Vector2 UV;
Vector2 UV_AO;
In shader code you decide when to use and what you do with it (and not in program code). In the same way you need to provide bi/tangent normals for bump mapping. And of course need to pass the appropriate textures to the shader pipeline. See my shader for an example...
Hint:
VS_OUTPUT RenderSceneVS( float4 vPos : POSITION,
float3 vNormal : NORMAL,
float2 vTex0 : TEXCOORD0,
float2 vTex1 : TEXCOORD1,
uniform bool bWireFrame )
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