ID3DXPRTEngine::ComputeSurfSamplesBounce
Computes precomputed radiance transfer (PRT) samples for an arbitrary point (and normal vector).
HRESULT ComputeSurfSamplesBounce(
LPD3DXPRTBUFFER pSurfDataIn,
UINT NumSamples,
CONST D3DXVECTOR3 * pSampleLocs,
CONST D3DXVECTOR3 * pSampleNorms,
LPD3DXPRTBUFFER pDataOut,
LPD3DXPRTBUFFER pDataTotal
);
Parameters
- pSurfDataIn
- [in] Pointer to an input ID3DXPRTBuffer object that represents the source radiance of the 3D object. This input buffer must have the proper number of color channels allocated for the simulation.
- NumSamples
- [in] Number of sample locations.
- pSampleLocs
- [in] Position for each sample.
- pSampleNorms
- [in] Normal vector for each sample location.
- pDataOut
- [in, out] Pointer to an output ID3DXPRTBuffer object that models the direct lighting contribution to the point, using the spherical harmonic (SH) approximation.
- pDataTotal
- [in, out] Pointer to an optional ID3DXPRTBuffer object that is the running sum of all previous pDataOut outputs. May be NULL.
Return Values
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.
Requirements
Header: Declared in D3dx9mesh.h.
See Also
ID3DXPRTEngine::ComputeSurfSamplesDirectSH