我正在制作一个天空盒(在它的6个面上各有不同纹理的立方体)这就是我的所作所为:
我定义了我的顶点:
const float vertices[8u][3u] = {
{-1.0f, -1.0f, -1.0f},
{-1.0f, -1.0f, 1.0f},
{-1.0f, 1.0f, -1.0f},
{-1.0f, 1.0f, 1.0f},
{1.0f, -1.0f, -1.0f},
{1.0f, -1.0f, 1.0f},
{1.0f, 1.0f, -1.0f},
{1.0f, 1.0f, 1.0f}
};
我根据顶点数组定义了我的三角形(四元组在ES版本中不可用):
const unsigned short elements[8u][3u] = {
{4u, 6u, 2u},
{4u, 0u, 2u},
{6u, 3u, 2u},
{6u, 3u, 7u},
{7u, 1u, 5u},
{7u, 1u, 3u},
{5u, 0u, 4u},
{5u, 0u, 1u}
};
据我所知,我现在需要定义我的纹理坐标,我尝试了很多不同的东西,现在它看起来像这样:
float texCoords[4u][2u] = {
{0.0f, 0.0f},
{1.0f, 0.0f},
{1.0f, 1.0f},
{0.0f, 1.0f}
};
编辑:天空盒绝对不显示自己,我只看到一个二维平面图像,其中我的纹理以一种奇怪的方式重复。绝对没有立方体
绘图部分正在工作,我认为我的问题是基于纹理坐标,我是对的吗?我做错了什么?
答案 0 :(得分:0)
我是对的吗?我做错了什么?
凝视着我的水晶球......不,我看不出你的问题是什么,你没有告诉我们。
无论如何,你的纹理坐标确实是错误的,你的数组只包含4.但你有一个8个顶点的立方体。然而,为了成为天空盒,你需要一个24个顶点的立方体,因为纹理坐标是顶点的一部分,你不能在由6个纹理组成的天空盒的某些顶点上共享纹理坐标。
但是我建议你使用立方体贴图纹理,这有很大的好处,你可以使用顶点坐标,就像你已经拥有它们一样,也可以用于纹理坐标。
答案 1 :(得分:-1)
对不起,我的问题不明确。 我真的不明白纹理坐标的概念是什么。现在我想我做了: 告诉你多少你希望每个脸都被你的纹理所充实。我的例子是完全填充。 这是我的新(看起来像)工作代码,以防它可以帮助某人:
//The 24 vertex of the 3d cube (the skybox)
static const float vertices[24u][3u] = {
{-1.0f, -1.0f, -1.0f}, //face 1 (front)
{-1.0f, 1.0f, -1.0f},
{1.0f, -1.0f, -1.0f},
{1.0f, 1.0f, -1.0f},
{1.0f, 1.0f, 1.0f}, //face 2 (back)
{1.0f, -1.0f, 1.0f},
{-1.0f, 1.0f, 1.0f},
{-1.0f, -1.0f, 1.0f},
{-1.0f, -1.0f, -1.0f}, //face 3 (left)
{-1.0f, -1.0f, 1.0f},
{-1.0f, 1.0f, -1.0f},
{-1.0f, 1.0f, 1.0f},
{1.0f, 1.0f, 1.0f}, //face 4 (right)
{1.0f, 1.0f, -1.0f},
{1.0f, -1.0f, 1.0f},
{1.0f, -1.0f, -1.0f},
{-1.0f, 1.0f, -1.0f}, // face 5 (up)
{-1.0f, 1.0f, 1.0f},
{1.0f, 1.0f, 1.0f},
{1.0f, 1.0f, -1.0f},
{1.0f, -1.0f, 1.0f}, //face 6 (bot)
{1.0f, -1.0f, -1.0f},
{-1.0f, -1.0f, -1.0f},
{-1.0f, -1.0f, 1.0f},
};
//Coordinate of the textures
float texCoords[24u][2u] = {
{0.0f, 0.0f},
{0.0f, 1.0f},
{1.0f, 1.0f},
{1.0f, 0.0f},
{0.0f, 0.0f},
{0.0f, 1.0f},
{1.0f, 1.0f},
{1.0f, 0.0f},
{0.0f, 0.0f},
{0.0f, 1.0f},
{1.0f, 1.0f},
{1.0f, 0.0f},
{0.0f, 0.0f},
{0.0f, 1.0f},
{1.0f, 1.0f},
{1.0f, 0.0f},
{0.0f, 0.0f},
{0.0f, 1.0f},
{1.0f, 1.0f},
{1.0f, 0.0f},
{0.0f, 0.0f},
{0.0f, 1.0f},
{1.0f, 1.0f},
{1.0f, 0.0f},
};
//Defining triangles based on the vertice array indexes
const unsigned short elements[12u][3u] = {
{0, 2, 1},
{2, 1, 3},
{4, 5, 6},
{5, 6, 7},
{8, 9, 10},
{9, 10, 11},
{12, 13, 14},
{13, 14, 15},
{16, 17, 18},
{17, 18, 19},
{20, 21, 22},
{21, 22, 23}
};