Computes a projection of distant lighting into spherical harmonic (SH) basis vectors that represent incident radiance at specified locations.
HRESULT ComputeVolumeSamplesDirectSH( UINT OrderIn, UINT OrderOut, UINT NumVolSamples.xml, CONST D3DXVECTOR3 * pSampleLocs, 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.
This method computes how light from a distant source arrives at each point in space specified by pSampleLocs. The SH coefficients represent the mapping, at each pSampleLocs point, of source radiance to transferred incident radiance.
To use this method successfully, you must set sampling over a sphere with UseSphere = TRUE and UseCosine = FALSE in ID3DXPRTEngine::SetSamplingInfo; otherwise, this method will return an error with D3DERR_INVALIDCALL.
Header: Declared in D3dx9mesh.h.