D3DXCreatePRTBufferTex function

Creates a precomputed radiance transfer (PRT) buffer that can be compressed or filled by a simulator. This function should be used to create per-pixel buffers.

Syntax

HRESULT D3DXCreatePRTBufferTex(
  _In_    UINT            Width,
  _In_    UINT            Height,
  _In_    UINT            NumCoeffs,
  _In_    UINT            NumChannels,
  _Inout_ LPD3DXPRTBUFFER *ppBuffer
);

Parameters

Width [in]

Type: UINT

Width of the texture, in pixels.

Height [in]

Type: UINT

Height of the texture, in pixels.

NumCoeffs [in]

Type: UINT

Number of coefficients per sample location. When using spherical harmonic (SH) PRT, the number of coefficients should be OrderĀ², where Order is the order of the SH evaluation. Order must be in the range of D3DXSH_MINORDER to D3DXSH_MAXORDER, inclusive. The degree of the evaluation is Order - 1.

NumChannels [in]

Type: UINT

Number of color channels to set in the mesh. Set to 1 to specify gray materials (R = G = B), or 3 to enable color bleeding effects.

ppBuffer [in, out]

Type: LPD3DXPRTBUFFER*

Address of a pointer to the created ID3DXPRTBuffer object.

Return value

Type: HRESULT

If the function succeeds, the return value is D3D_OK. If the function fails, the return value can be one of the following: D3DERR_INVALIDCALL, E_OUTOFMEMORY.

Remarks

When the buffer is created, all values are initialized to zero.

Requirements

Requirement Value
Header
D3DX9Mesh.h
Library
D3dx9.lib

See also

Precomputed Radiance Transfer Functions

D3DXCreatePRTBuffer