PrtEngine.ComputeDirectLightingSphericalHarmonicsAdaptive(Int32,Single,Single,Int32,PrtBuffer) Method (Microsoft.DirectX.Direct3D)

Computes the direct-lighting contribution to 3-D 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.


Visual Basic Public Sub ComputeDirectLightingSphericalHarmonicsAdaptive( _
    ByVal shOrder As Integer, _
    ByVal adaptiveThreshold As Single, _
    ByVal minEdgeLength As Single, _
    ByVal maxSubDiv As Integer, _
    ByVal data As PrtBuffer _
C# public void ComputeDirectLightingSphericalHarmonicsAdaptive(
    int shOrder,
    float adaptiveThreshold,
    float minEdgeLength,
    int maxSubDiv,
    PrtBuffer data
C++ public:
void ComputeDirectLightingSphericalHarmonicsAdaptive(
    int shOrder,
    float adaptiveThreshold,
    float minEdgeLength,
    int maxSubDiv,
JScript public function ComputeDirectLightingSphericalHarmonicsAdaptive(
    shOrder : int,
    adaptiveThreshold : float,
    minEdgeLength : float,
    maxSubDiv : int,
    data : PrtBuffer


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.
adaptiveThreshold System.Single
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 System.Single
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 System.Int32
Maximum level of subdivision of a face that will be used in adaptive sampling.
data Microsoft.DirectX.Direct3D.PrtBuffer
A PrtBuffer object that contains the output data. This buffer must have the proper number of color channels allocated for the simulation.




The method call is invalid. For example, a method's parameter might contain an invalid value.

OutOfMemoryExceptionLeave Site

Microsoft Direct3D could not allocate sufficient memory to complete the call.

See Also