ID3DXPRTEngine::ComputeDirectLightingSHAdaptive method

Computes the direct lighting contribution to 3D objects where the source radiance is represented by a spherical harmonic (SH) approximation, using adaptive sampling. This method generates new vertices and faces on the mesh to more accurately approximate the precomputed radiance transfer (PRT) signal.

Syntax

HRESULT ComputeDirectLightingSHAdaptive(
  [in]      UINT            Order,
  [in]      FLOAT           AdaptiveThresh,
  [in]      FLOAT           MinEdgeLength,
  [in]      UINT            MaxSubdiv,
  [in, out] LPD3DXPRTBUFFER pDataOut
);

Parameters

Order [in]

Type: UINT

Order of the SH evaluation. Must be in the range of D3DXSH_MINORDER to D3DXSH_MAXORDER, inclusive. The evaluation generates OrderĀ² coefficients. The degree of the evaluation is Order - 1.

AdaptiveThresh [in]

Type: FLOAT

Threshold on the PRT vector to use for subdividing mesh vertices and faces. If less than 1e-6f, a default value of 1e-6f is specified.

MinEdgeLength [in]

Type: FLOAT

Minimum face edge length that will be generated in adaptive sampling. If the method determines that the value is too small, a model-dependent value is specified. If zero, a default value of 4 is specified.

MaxSubdiv [in]

Type: UINT

Maximum level of subdivision of a face that will be used in adaptive sampling.

pDataOut [in, out]

Type: LPD3DXPRTBUFFER

Pointer to an output ID3DXPRTBuffer object. This buffer must have the proper number of color channels allocated for the simulation.

Return value

Type: HRESULT

If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, E_OUTOFMEMORY.

Requirements

Requirement Value
Header
D3DX9Mesh.h
Library
D3dx9.lib

See also

ID3DXPRTEngine

ID3DXPRTEngine::RobustMeshRefine