ID3DXPRTEngine::ShadowRayIntersects method

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.

Syntax

BOOL ShadowRayIntersects(
  [in] const D3DXVECTOR3 *pRayPos,
  [in] const D3DXVECTOR3 *pRayDir
);

Parameters

pRayPos [in]

Type: const D3DXVECTOR3*

Pointer to a D3DXVECTOR3 structure, specifying the point where the ray begins.

pRayDir [in]

Type: const D3DXVECTOR3*

Pointer to a D3DXVECTOR3 structure, specifying the normalized direction of the ray.

Return value

Type: BOOL

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

Requirement Value
Header
D3DX9Mesh.h
Library
D3dx9.lib

See also

ID3DXPRTEngine

ID3DXPRTEngine::ClosestRayIntersects

ID3DXPRTEngine::SetMinMaxIntersection