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Computes the direct lighting contribution to 3D objects where the source radiance is represented by a spherical harmonic (SH) approximation, using adaptive sampling. This method generates new vertices and faces on the mesh to more accurately approximate the precomputed radiance transfer (PRT) signal.
Syntax
HRESULT ComputeDirectLightingSHAdaptive(
[in] UINT Order,
[in] FLOAT AdaptiveThresh,
[in] FLOAT MinEdgeLength,
[in] UINT MaxSubdiv,
[in, out] LPD3DXPRTBUFFER pDataOut
);
Parameters
-
Order [in]
-
Type: UINT
Order of the SH evaluation. Must be in the range of D3DXSH_MINORDER to D3DXSH_MAXORDER, inclusive. The evaluation generates Order² coefficients. The degree of the evaluation is Order - 1.
-
AdaptiveThresh [in]
-
Type: FLOAT
Threshold on the PRT vector to use for subdividing mesh vertices and faces. If less than 1e-6f, a default value of 1e-6f is specified.
-
MinEdgeLength [in]
-
Type: FLOAT
Minimum face edge length that will be generated in adaptive sampling. If the method determines that the value is too small, a model-dependent value is specified. If zero, a default value of 4 is specified.
-
MaxSubdiv [in]
-
Type: UINT
Maximum level of subdivision of a face that will be used in adaptive sampling.
-
pDataOut [in, out]
-
Type: LPD3DXPRTBUFFER
Pointer to an output ID3DXPRTBuffer object. This buffer must have the proper number of color channels allocated for the simulation.
Return value
Type: HRESULT
If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, E_OUTOFMEMORY.
Requirements
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Header |
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Library |
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See also