Microsoft DirectX 9.0 SDK Update (October 2004)

SphericalHarmonicMaterial Structure

Language:

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

Contains spherical harmonic (SH) precomputed radiance transfer (PRT) material characteristics.

Definition

Visual Basic .NET Public Structure SphericalHarmonicMaterial
C# public struct SphericalHarmonicMaterial
Managed C++ public __value struct SphericalHarmonicMaterial
JScript .NET In JScript .NET, you can use structures, but you cannot define your own.

Members Table

Method Description
SphericalHarmonicMaterial Initializes a new instance of the SphericalHarmonicMaterial structure.
Property Description
Absorption Retrieves or sets the absorption coefficient used to model light propagation in a participating medium.
AbsorptionColor Retrieves or sets the absorption coefficient used to model light propagation in a participating medium.
Diffuse Retrieves or sets the diffuse albedo of the surface.
DiffuseColor Retrieves or sets the diffuse albedo of the surface.
IsMirror Determines whether the material is a mirror.
IsSubsurfaceScattering Enables or disables subsurface scattering.
ReducedScattering Retrieves or sets the reduced scattering coefficient used to model light propagation in a participating medium.
ReducedScatteringColor Retrieves or sets the reduced scattering coefficient used to model light propagation in a participating medium.
RelativeIndexOfRefraction Retrieves or sets the relative index of refraction as the ratio between two absolute indices of refraction.

Remarks

Non-spectral scenes use the red channel from the materials instead of the luminance value.

For more information about precomputed radiance transfer (PRT) see:

Structure 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

See Also


© 2004 Microsoft Corporation. All rights reserved. Terms of use.

Feedback? Please provide us with your comments on this topic.
For more help, visit the DirectX Developer Center