以下代码是一个完整的XNA 3.1程序,几乎不会改变Visual Studio在创建新项目时创建的代码框架。
我唯一改变的是
将.x模型导入VS解决方案的内容文件夹。
(该模型是一个简单的正方形,其纹理跨越它 - 在Google Sketchup中制作并导出几个.x导出器)
将.x模型加载到游戏中。
Draw()方法使用BasicEffect渲染模型。
除了这三件事,我还没有添加任何代码。
为什么模型不显示纹理?我该怎么做才能使纹理可见?
这是纹理文件(调色板中的标准SketchUp纹理):
这就是我的程序的样子 - 你可以看到:没有纹理!
这是该计划的完整源代码:
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);
}
}
}
答案 0 :(得分:4)
我认为你想做的太多了。它取决于“.x”文件中的内容,但这些CAN包含着色和纹理模型所需的所有着色器。
我认为问题在于,在加载模型后,您将使用BasicEffect覆盖模型的效果,而BasicEffect不知道您要用于模型的纹理。
我认为最简单的方法是在LoadContent中注释掉与BasicEffect相关的代码。 “EnableDefaultLighting()”和/或“TextureEnabled”的设置也可能是不必要的。
答案 1 :(得分:1)
过去使用.x模型时遇到了一些问题。尝试使用.fbx导出文件。从3D应用程序导出后,将模型资产及其纹理放在项目的同一个地图中。不要重命名它,因为纹理的名称在.FBX中,可能无法读取。