纹理四边形纹理显示黑色的问题

时间:2011-11-11 17:07:08

标签: c# 3d xna-4.0

我正在尝试使用MSDN http://msdn.microsoft.com/en-us/library/bb464051.aspx

中的示例代码在XNA中绘制纹理四边形

但不是在XY平面上绘制它而是在XZ平面中绘制它

我用这个初始化那个四边形 this.quad = new Quad(Vector3.Zero,Vector3.Up,Vector3.Backward,1,1);

我几乎尝试了Normal和Left矢量的每个组合,无论四边形绘制在哪里,四边形都是完全黑色的。

我在这里做错了什么?当我传递它时纹理的信息丢失了吗?我映射纹理位置错了吗?

ps:纹理,灯光已启用。

public class Quad
{
    public VertexPositionNormalTexture[] Vertices;
    public Vector3 Origin;
    public Vector3 Up;
    public Vector3 Normal;
    public Vector3 Left;
    public Vector3 UpperLeft;
    public Vector3 UpperRight;
    public Vector3 LowerLeft;
    public Vector3 LowerRight;
    public int[] Indexes;


    public Quad(Vector3 origin, Vector3 normal, Vector3 up,
             float width, float height)
    {
            this.Vertices = new VertexPositionNormalTexture[4];
            this.Indexes = new int[6];
            this.Origin = origin;
            this.Normal = normal;
            this.Up = up;

            // Calculate the quad corners
            this.Left = Vector3.Cross(normal, this.Up);
            Vector3 uppercenter = (this.Up * height / 2) + origin;
            this.UpperLeft = uppercenter + (this.Left * width / 2);
            this.UpperRight = uppercenter - (this.Left * width / 2);
            this.LowerLeft = this.UpperLeft - (this.Up * height);
            this.LowerRight = this.UpperRight - (this.Up * height);

            this.FillVertices();
    }

    private void FillVertices()
    {
            Vector2 textureUpperLeft = new Vector2(0.0f, 0.0f);
            Vector2 textureUpperRight = new Vector2(1.0f, 0.0f);
            Vector2 textureLowerLeft = new Vector2(0.0f, 1.0f);
            Vector2 textureLowerRight = new Vector2(1.0f, 1.0f);

            for (int i = 0; i < this.Vertices.Length; i++)
            {
                    this.Vertices[i].Normal = this.Normal;
            }

            this.Vertices[0].Position = this.LowerLeft;
            this.Vertices[0].TextureCoordinate = textureLowerLeft;
            this.Vertices[1].Position = this.UpperLeft;
            this.Vertices[1].TextureCoordinate = textureUpperLeft;
            this.Vertices[2].Position = this.LowerRight;
            this.Vertices[2].TextureCoordinate = textureLowerRight;
            this.Vertices[3].Position = this.UpperRight;
            this.Vertices[3].TextureCoordinate = textureUpperRight;

            this.Indexes[0] = 0;
            this.Indexes[1] = 1;
            this.Indexes[2] = 2;
            this.Indexes[3] = 2;
            this.Indexes[4] = 1;
            this.Indexes[5] = 3;
    }
}

我的绘制方法:

        graphicsDevice.BlendState = BlendState.AlphaBlend;

        Effect.World = Matrix.Identity;
        Effect.View = Camera.View;
        Effect.Projection = Camera.Projection;
        Effect.TextureEnabled = true;
        Effect.Texture = OilTexture;

        Effect.EnableDefaultLighting();
        Effect.PreferPerPixelLighting = true;


        foreach (EffectPass pass in oilEffect.CurrentTechnique.Passes)
        {
            pass.Apply();

            graphicsDevice.DrawUserIndexedPrimitives<VertexPositionNormalTexture>
                    (PrimitiveType.TriangleList,
                    Vertices,
                    0,
                    4,
                    Indexes,
                    0,
                    2);
        }

- 我解决了我的问题。当我将texture2d传递到3个地方时,出现了问题,现在我正在从主绘图中绘制它,纹理现在显示得很好。

1 个答案:

答案 0 :(得分:0)

四边形可能有黑色的原因有很多,以下是我喜欢调试的一些事项:

  • 关闭闪电并设置垂直颜色,以确保四边形的方向符合我的预期。
  • 如果可能,请用户使用样本纹理以确保纹理数据有效(不同版本的管道失败会导致很多问题 加载纹理,因为格式不是我所期望的。 DDS有 如果您制作自己的数据,可能会很棘手的子格式)
  • 检查纹理是否可以通过闪电关闭
  • 一旦你打开闪电,就要确保为所有顶点设置闪电值
  • 尝试将系统的环境值调高至完整

如果这些都不能仔细查看您传递顶点闪电值的区域,顶点法线值以及向下照明硬件的区域。