以下代碼是完整的XNA 3.1程序,幾乎未改變Visual Studio在創建新項目時創建的代碼框架。如何在模型上繪製紋理
我已經改變了唯一的東西是
進口.X模型來VS解決方案的內容文件夾。
(該模型與紋理跨越這一個簡單的方形 - 在谷歌Sketchup的製作,並與幾個.X出口商出口)
在Load()方法,我加載.X模式進入遊戲。
Draw()方法使用BasicEffect來渲染模型。
除了這三件事我沒有添加任何代碼。
爲什麼模型不顯示紋理?我可以做些什麼來使紋理可見?
這是紋理文件(從調色板中選擇標準SketchUp的紋理):
而這正是我的程序看起來像 - 你可以看到:沒有質感!
這是該程序的完整源代碼:
namespace WindowsGame1 {
/// <summary>
/// This is the main type for your game
/// </summary>
public class Game1 : Microsoft.Xna.Framework.Game {
GraphicsDeviceManager graphics;
SpriteBatch spriteBatch;
public Game1() {
graphics = new GraphicsDeviceManager(this);
Content.RootDirectory = "Content";
}
/// <summary>
/// Allows the game to perform any initialization it needs to before starting to run.
/// This is where it can query for any required services and load any non-graphic
/// related content. Calling base.Initialize will enumerate through any components
/// and initialize them as well.
/// </summary>
protected override void Initialize() {
// TODO: Add your initialization logic here
base.Initialize();
}
Model newModel;
/// <summary>
/// LoadContent will be called once per game and is the place to load
/// all of your content.
/// </summary>
protected override void LoadContent() {
// Create a new SpriteBatch, which can be used to draw textures.
spriteBatch = new SpriteBatch(GraphicsDevice);
// TODO: usse this.Content to load your game content here
newModel = Content.Load<Model>(@"aau3d");
foreach (ModelMesh mesh in newModel.Meshes) {
foreach (ModelMeshPart meshPart in mesh.MeshParts) {
meshPart.Effect = new BasicEffect(this.GraphicsDevice, null);
}
}
}
/// <summary>
/// UnloadContent will be called once per game and is the place to unload
/// all content.
/// </summary>
protected override void UnloadContent() {
// TODO: Unload any non ContentManager content here
}
/// <summary>
/// Allows the game to run logic such as updating the world,
/// checking for collisions, gathering input, and playing audio.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Update(GameTime gameTime) {
// Allows the game to exit
if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
this.Exit();
// TODO: Add your update logic here
base.Update(gameTime);
}
/// <summary>
/// This is called when the game should draw itself.
/// </summary>
/// <param name="gameTime">Provides a snapshot of timing values.</param>
protected override void Draw(GameTime gameTime) {
if (newModel != null) {
GraphicsDevice.Clear(Color.CornflowerBlue);
Matrix[] transforms = new Matrix[newModel.Bones.Count];
newModel.CopyAbsoluteBoneTransformsTo(transforms);
foreach (ModelMesh mesh in newModel.Meshes) {
foreach (BasicEffect effect in mesh.Effects) {
effect.EnableDefaultLighting();
effect.TextureEnabled = true;
effect.World = transforms[mesh.ParentBone.Index] * Matrix.CreateRotationY(0)
* Matrix.CreateTranslation(new Vector3(0, 0, 0));
effect.View = Matrix.CreateLookAt(new Vector3(200, 1000, 200), Vector3.Zero, Vector3.Up);
effect.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.ToRadians(45.0f),
0.75f, 1.0f, 10000.0f);
}
mesh.Draw();
}
}
base.Draw(gameTime);
}
}
}
紋理文件是否與模型位於同一文件夾中,並且您是否已將紋理添加到「內容文件夾」? – keyboardP
@keyboardP是的,這兩個文件都在解決方案資源管理器的Content文件夾中的相同文件夾中... –
您在哪裏加載紋理,以及何時將它分配給模型的BasicEffect? – MerickOWA