Computes a transfer vector that maps source radiance to exit radiance resulting from subsurface scattering, using adaptive sampling and material properties set by ID3DXPRTEngine::SetMeshMaterials. The method generates new vertices and faces on the mesh to more accurately approximate the precomputed radiance transfer (PRT) signal. This method can be used only for materials defined per-vertex in a mesh object.
HRESULT ComputeSSAdaptive( LPD3DXPRTBUFFER pDataIn, FLOAT AdaptiveThresh, FLOAT MinEdgeLength, UINT MaxSubdiv, LPD3DXPRTBUFFER pDataOut, LPD3DXPRTBUFFER pDataTotal );
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.
To model subsurface scattering, call this method for each light bounce after an ID3DXPRTEngine::ComputeDirectLightingSHAdaptive method is called.
The output of this method 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 PRT vector by the albedo.
Header: Declared in D3dx9mesh.h.