ID3DXPRTEngine::ShadowRayIntersects method
Uses efficient ray-tracing in precomputed radiance transfer (PRT) simulations to determine whether a ray intersects a mesh. Typically used to determine whether a given point is in shadow.
Syntax
BOOL ShadowRayIntersects(
[in] const D3DXVECTOR3 *pRayPos,
[in] const D3DXVECTOR3 *pRayDir
);
Parameters
-
pRayPos [in]
-
Type: const D3DXVECTOR3*
Pointer to a D3DXVECTOR3 structure, specifying the point where the ray begins.
-
pRayDir [in]
-
Type: const D3DXVECTOR3*
Pointer to a D3DXVECTOR3 structure, specifying the normalized direction of the ray.
Return value
Type: BOOL
Returns TRUE if the ray intersects the current mesh; otherwise, returns FALSE.
Remarks
Use ID3DXPRTEngine::SetMinMaxIntersection to set minimum and maximum distances of intersection with the ray.
This method executes faster than ID3DXPRTEngine::ClosestRayIntersects.
Requirements
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See also