Uses efficient ray-tracing in precomputed radiance transfer (PRT) simulations to determine whether a ray intersects a mesh. Typically used to determine whether a given point is in shadow.
BOOL ShadowRayIntersects( CONST D3DXVECTOR3 * pRayPos, CONST D3DXVECTOR3 * pRayDir );
Returns TRUE if the ray intersects the current mesh; otherwise, returns FALSE.
Use ID3DXPRTEngine::SetMinMaxIntersection to set minimum and maximum distances of intersection with the ray.
This method executes faster than ID3DXPRTEngine::ClosestRayIntersects.
Header: Declared in D3dx9mesh.h.
ID3DXPRTEngine::ClosestRayIntersects, ID3DXPRTEngine::SetMinMaxIntersection