ID3DXPRTEngine::ShadowRayIntersects

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
);

Parameters

pRayPos
[in] Pointer to a D3DXVECTOR3 structure, specifying the point where the ray begins.
pRayDir
[in] Pointer to a D3DXVECTOR3 structure, specifying the normalized direction of the ray.

Return Values

Returns TRUE if the ray intersects the current mesh; otherwise, returns FALSE.

Remarks

Use ID3DXPRTEngine::SetMinMaxIntersection to set minimum and maximum distances of intersection with the ray.

This method executes faster than ID3DXPRTEngine::ClosestRayIntersects.

Requirements

Header: Declared in D3dx9mesh.h.

See Also

ID3DXPRTEngine::ClosestRayIntersects, ID3DXPRTEngine::SetMinMaxIntersection