PrtEngine.ComputeSuperClusters Method |
Language: |
Used with compressed results of the vertex version of the precomputed radiance transfer (PRT) simulator. Generates "superclusters," which are groups of clusters that can be drawn in the same draw call. A greedy algorithm that minimizes overdraw is used to group the clusters.
Visual Basic Public Shared Function ComputeSuperClusters( _
ByVal clusterIds() As Integer, _
ByVal scene As Mesh, _
ByVal maxNumberClusters As Integer, _
ByVal superClusterIds() As Integer _
) As IntegerC# public static int ComputeSuperClusters(
int[] clusterIds,
Mesh scene,
int maxNumberClusters,
int[] superClusterIds
);C++ public:
static int ComputeSuperClusters(
array<int>^ clusterIds,
Mesh^ scene,
int maxNumberClusters,
array<int>^ superClusterIds
);JScript public static function ComputeSuperClusters(
clusterIds : int[],
scene : Mesh,
maxNumberClusters : int,
superClusterIds : int[]
) : int;
clusterIds System.Int32[]
An array of cluster identifiers (IDs) extracted from a compressed buffer by calling PrtCompressedBuffer.ExtractClusterIDs.scene Microsoft.DirectX.Direct3D.Mesh
A Mesh that represents the composite scene passed to the simulator.maxNumberClusters System.Int32
Maximum number of clusters allocated per super cluster.superClusterIds System.Int32[]
An integer array that contains the index of the super cluster to which the corresponding cluster was assigned.
System.Int32
Number of super clusters allocated.
Exceptions
InvalidCallException The method call is invalid. For example, a method's parameter might contain an invalid value. InvalidDataException The data is invalid. OutOfMemoryException Microsoft Direct3D could not allocate sufficient memory to complete the call.
Send comments about this topic to Microsoft. © Microsoft Corporation. All rights reserved.
Feedback? Please provide us with your comments on this topic.
For more help, visit the DirectX Developer Center