Re: d3dx9_36 [patch 5/5]: Implement D3DXSHEvalSphericalLight
9 Oct
2012
9 Oct
'12
5:21 p.m.
On 09.10.2012 09:50, Nozomi Kodama wrote:
+ CONST FLOAT coeff[6] = { + 2.0f * sqrtf(D3DX_PI), 2.0f * sqrtf(D3DX_PI / 3.0f), 0.4f * sqrtf(5.0f * D3DX_PI), + 2.0f * sqrtf(D3DX_PI / 7.0f), 2.0f / 3.0f * sqrtf(D3DX_PI), 2.0f * sqrt (D3DX_PI / 11.0f) };
Pretty much the same comments as for D3DXSHEvalConeLight apply here too. Beside that, does it make sens to define the coeffs with a better name as static and reuse them? They seem to be the same for both usages. Cheers Rico
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Rico Schüller