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Computes, at an arbitrary point not on a mesh, a transfer vector that maps source radiance (represented by a spherical harmonic (SH) approximation) to exit radiance.
Definition
Visual Basic Public Sub ComputeSurfSamplesDirectSphericalHarmonics( _
ByVal shOrder As Integer, _
ByVal sampleLocations() As Vector3, _
ByVal sampleNormals() As Vector3, _
ByVal data As PrtBuffer _
)C# public void ComputeSurfSamplesDirectSphericalHarmonics(
int shOrder,
Vector3[] sampleLocations,
Vector3[] sampleNormals,
PrtBuffer data
);C++ public:
void ComputeSurfSamplesDirectSphericalHarmonics(
int shOrder,
array<Vector3>^ sampleLocations,
array<Vector3>^ sampleNormals,
PrtBuffer^ data
);JScript public function ComputeSurfSamplesDirectSphericalHarmonics(
shOrder : int,
sampleLocations : Vector3[],
sampleNormals : Vector3[],
data : PrtBuffer
);
Parameters
shOrder System.Int32
Order of the SH evaluation. Must be in the range of SphericalHarmonics.MinimumOrder to SphericalHarmonics.MaximumOrder, inclusive. The evaluation generates shOrder2 coefficients. The degree of the evaluation is shOrder - 1.sampleLocations Microsoft.DirectX.Vector3[]
Position for each sample.sampleNormals Microsoft.DirectX.Vector3[]
Normal vector for each sample location.data Microsoft.DirectX.Direct3D.PrtBuffer
Output PrtBuffer object that models the direct lighting contribution to the point, using the SH approximation.
Remarks
Do not use a texture buffer when calling this method.
Exceptions
The method call is invalid. For example, a method's parameter might contain an invalid value.
Microsoft Direct3D could not allocate sufficient memory to complete the call.
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