Multiplies each precomputed radiance transfer (PRT) vector by the per-vertex albedo.
HRESULT MultiplyAlbedo( LPD3DXPRTBUFFER pDataOut );
If the method succeeds, the return value is S_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, E_OUTOFMEMORY.
The ID3DXPRTEngine::Computexxx methods compute output buffers in which the light signal has not been multiplied by albedo. 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.
To include albedo in the rendered-light model, call this method after one of the Computexxx methods.
ID3DXPRTEngine::SetMeshMaterials should be called before calling this method.
Header: Declared in D3dx9mesh.h.