ID3DXPRTEngine::ComputeSurfSamplesDirectSH method

Computes, at an arbitrary point not on a mesh, a transfer vector that maps source radiance (represented by a spherical harmonic (SH) approximation) to exit radiance.

Syntax

HRESULT ComputeSurfSamplesDirectSH(
  [in]            UINT            SHOrder,
  [in]            UINT            NumSamples,
  [in]      const D3DXVECTOR3     *pSampleLocs,
  [in]      const D3DXVECTOR3     *pSampleNorms,
  [in, out]       LPD3DXPRTBUFFER pDataOut
);

Parameters

SHOrder [in]

Type: UINT

Order of the SH approximation to use.

NumSamples [in]

Type: UINT

Number of sample locations.

pSampleLocs [in]

Type: const D3DXVECTOR3*

Position for each sample.

pSampleNorms [in]

Type: const D3DXVECTOR3*

Normal vector for each sample location.

pDataOut [in, out]

Type: LPD3DXPRTBUFFER

Pointer to an output ID3DXPRTBuffer object that models the direct lighting contribution to the point, using the SH approximation.

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.

Remarks

Do not use a texture buffer when calling this method.

Requirements

Requirement Value
Header
D3DX9Mesh.h
Library
D3dx9.lib

See also

ID3DXPRTEngine

ID3DXPRTEngine::ComputeDirectLightingSH

ID3DXPRTEngine::ComputeSurfSamplesBounce