D3DXSHPRTCompSuperCluster

Used with compressed results of the vertex version of the precomputed radiance transfer (PRT) simulator. Generates "superclusters," which are groups of clusters that can be drawn in the same draw call. A greedy algorithm that minimizes overdraw is used to group the clusters.

HRESULT D3DXSHPRTCompSuperCluster(
  UINT * pClusterIDs,
  LPD3DXMESH pScene,
  UINT MaxNumClusters,
  UINT NumClusters,
  UINT * pSClusterIDs,
  UINT * pNumSCs
);

Parameters

pClusterIDs
[in] Pointer to a NumVerts cluster IDs (extracted from a compressed buffer.)
pScene
[in] Pointer to a mesh that represents composite scene passed to the simulator. See ID3DXMesh.
MaxNumClusters
[in] Maximum number of clusters allocated per super cluster.
NumClusters
[in] Number of clusters computed in the simulator.
pSClusterIDs
[in, out] Pointer to an array of length NumClusters. Contains the index of the super cluster to which the corresponding cluster was assigned.
pNumSCs
[in, out] Number of super clusters allocated.

Return Values

If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA, E_OUTOFMEMORY.

Requirements

Header: Declared in D3dx9mesh.h.