在XNA / WP7中,2D 3D渲染为我创建了一个不稳定的3D渲染

时间:2010-12-15 08:00:32

标签: graphics windows-phone-7 3d xna sprite

我正在试图弄清楚XNA中的3D渲染是如何工作的,它似乎与DirectX非常相似,这使得它非常直接。

但是我有一种行为,我在用精灵批量绘图时没想到这种行为。

当我只绘制一个三维立方体,没有任何精灵时,我得到了这个结果:http://i.stack.imgur.com/DQAHg.png

但是当我试图以下面的方式在2D精灵(从SpriteBatch中绘制)上绘制它时:

        SpriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.AlphaBlend);
        base.Draw(gameTime);
        SpriteBatch.End();

        shape.Draw(gameTime);

这是我得到的结果:http://imgur.com/7QZlj

这显然是错误的。我的第一个想法是使用正交投影渲染(出于某种原因),但我不确定。

这是我用来绘制立方体的代码,它几乎是来自XNA原语样本的1:1(我还没有开始为游戏开发一个合适的3D框架)所以它可能会很混乱

            GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;

            // Create camera matrices, making the object spin.
            float time = (float)gameTime.TotalGameTime.TotalSeconds;

            Vector3 cameraPosition = new Vector3(0, 0, 2.5f);

            float aspect = GraphicsDevice.Viewport.AspectRatio;

            float yaw = 3.05f;
            float pitch = 5.34f;
            float roll = 8.396f;

            Matrix world = Matrix.CreateFromYawPitchRoll(yaw, pitch, roll);
            Matrix view = Matrix.CreateLookAt(cameraPosition, Vector3.Zero, Vector3.Up);
            Matrix projection = Matrix.CreatePerspectiveFieldOfView(1, aspect, 1, 10);

            //  currentPrimitive.Draw(world, view, projection, Color.Red);

            // Reset the fill mode renderstate.
            GraphicsDevice.RasterizerState = RasterizerState.CullClockwise;


            Color color = Color.Red;

            // Set BasicEffect parameters.
            basicEffect.World = world;
            basicEffect.View = view;
            basicEffect.Projection = projection;
            basicEffect.DiffuseColor = color.ToVector3();
            basicEffect.Alpha = 1.0f;// color.A / 255.0f;

            GraphicsDevice device = basicEffect.GraphicsDevice;
            device.DepthStencilState = DepthStencilState.Default;


            GraphicsDevice.RasterizerState = RasterizerState.CullClockwise;

            GraphicsDevice graphicsDevice = basicEffect.GraphicsDevice;

            // Set our vertex declaration, vertex buffer, and index buffer.
            graphicsDevice.SetVertexBuffer(vertexBuffer);

            graphicsDevice.Indices = indexBuffer;


            foreach (EffectPass effectPass in basicEffect.CurrentTechnique.Passes)
            {
                effectPass.Apply();

                int primitiveCount = indices.Count / 3;

                graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0,
                                                     vertices.Count, 0, primitiveCount);

            }

我还应该澄清一下,这不是spritebatch.begin / spritebatch.end的结果,如果我只是开始/结束并且不绘制任何东西,最终结果很好但是如果我绘制一个字体或精灵就会中断立方体。

有人有什么想法吗?

1 个答案:

答案 0 :(得分:1)

我建议您在进行GraphicsDevice方法调用后检查SpriteBatch.End()设置。当您使用SpriteBatch时,它会改变GraphicsDevice中的某些渲染状态。可能值得在GraphicsDevice之前存储SpriteBatch.Begin()的值,然后在SpriteBatch.End()方法调用之后重置它们。