Microsoft DirectX 9.0 SDK Update (October 2004)

GpuSimulatorOption Enumeration

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Note: This documentation is preliminary and is subject to change.

Describes the resolution of the shadow z-buffer that will be used in precomputed radiance transfer (PRT) direct lighting simulation on the graphics processing unit (GPU). A higher quality z-buffer can also be specified to reduce noise in the results of the direct lighting simulation, although the simulation will be slower.

Definition

Visual Basic .NET Public Enum GpuSimulatorOption
C# public enum GpuSimulatorOption
Managed C++ __value public enum GpuSimulatorOption
JScript .NET public enum GpuSimulatorOption

Members

Member Value Description
Default 0 Same as ShadowRes512.
HighQuality 4 The simulation is of high precision, regardless of the selected resolution. Setting this value will reduce noise in the results of the direct lighting simulation, although the simulation will be slower. May be combined with one of the other values.
ShadowRes2048 3 Highest resolution simulation. A 2048 x 2048 pixel texture is used in the simulation to encode the shadow z-buffer.
ShadowRes1024 2 High resolution simulation. A 1024 x 1024 pixel texture is used in the simulation to encode the shadow z-buffer.
ShadowRes512 0 Medium resolution simulation. A 512 x 512 pixel texture is used in the simulation to encode the shadow z-buffer. This is the default value.
ShadowRes256 1 Low resolution simulation. A 256 x 256 pixel texture is used in the simulation to encode the shadow z-buffer.

Enumeration Information

Namespace Microsoft.DirectX.Direct3D
Assembly Microsoft.DirectX.Direct3DX (microsoft.directx.direct3dx.dll)
Strong Name Microsoft.DirectX.Direct3DX,  Version=1.0.2902.0,  Culture=neutral,  PublicKeyToken=31bf3856ad364e35

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