Computes the direct lighting contribution to 3D objects where the source radiance is represented by a spherical harmonic (SH) approximation.
HRESULT ComputeDirectLightingSH( UINT Order, LPD3DXPRTBUFFER pDataOut );
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.
The output does not include albedo, and only incoming light is integrated in the simulator. By not multiplying the albedo, you can model albedo variation at a finer scale than the source radiance, thereby yielding more accurate results from compression.
Call ID3DXPRTEngine::MultiplyAlbedo to multiply each precomputed radiance transfer (PRT) vector by the albedo.
Header: Declared in D3dx9mesh.h.