Computes, at an arbitrary point not on a mesh, a transfer vector that maps source radiance (represented by a spherical harmonic (SH) approximation) to exit radiance.
HRESULT ComputeSurfSamplesDirectSH( UINT SHOrder, UINT NumSamples, CONST D3DXVECTOR3 * pSampleLocs, CONST D3DXVECTOR3 * pSampleNorms, 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.
Do not use a texture buffer when calling this method.
Header: Declared in D3dx9mesh.h.
ID3DXPRTEngine::ComputeDirectLightingSH, ID3DXPRTEngine::ComputeSurfSamplesBounce