所以我有一个SceneKit球体对象:
let mySphere = SCNSphere(radius: 0.1)
let ballNode = SCNNode(geometry: mySphere)
我将SpriteKit场景添加为纹理:
someNode = SKSpriteNode(imageNamed: textureAtlas.textureNames[0])
someNode.size = CGSize(width:1500, height:1500)
someNode.position = CGPoint(x: 0, y: 0)
let scene2 = SKScene(size: someNode.size)
scene2.addChild(someNode)
ballNode.geometry!.firstMaterial?.diffuse.contents = scene2
该纹理仅在球体的四分之一上渲染:
为什么?
答案 0 :(得分:0)
对我有帮助:
let textureImage = UIImage(named: "texture")!
let skScene = SKScene(size: textureImage.size)
let texture = SKTexture(image: textureImage)
let spriteNode = SKSpriteNode(texture: texture)
spriteNode.position = CGPoint(x: textureImage.size.width / 2, y: textureImage.size.height / 2)
spriteNode.zRotation = Transforms.degreesToRadians(180).cgFloat()
spriteNode.xScale *= -1