所以,我试着用三维纹理渲染一个立方体。纹理包含3片不同的颜色,红色、绿色和蓝色。每个切片由4个像素组成,颜色相同。效果很好。
private func makeTexture() {
let width = 2
let height = 2
let depth = 3
let byteSize = 4
let bytesPerRow = byteSize * width
let bytesPerImage = bytesPerRow * height
let blue: UInt32 = 0x000000FF
let green:
我正在为IOS开发一个基于3D SceneKit的基本游戏,我注意到我在编辑器中选择的颜色和模拟中显示的颜色不匹配(屏幕快照)。
代码与默认的SceneKit游戏代码基本相同,只是我评论了配置灯和一切的部分,因为它们已经在编辑器中手动配置了(我觉得这里可能遗漏了什么)。
如果你能看一看就好了。
override func viewDidLoad() {
super.viewDidLoad()
// create a new scene
let scene = SCNScene(named: "art.scnassets/ship.scn"
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