我正在开发一个小型游戏,我会绘制具有重复纹理的田地。我的问题是渲染结果。这给人的印象是看到我的立方体周围的一切看起来像是一个阴影。
可以在我的绘图功能中标准化灯光或消除阴影效果吗?
对不起,我的英语不好..
这是一个截图,可以更好地理解我的问题。
这是我的代码绘制函数(带有顶点缓冲区的实例化模型)
// Draw Function (instancing model - vertexbuffer)
public void DrawModelHardwareInstancing(Model model,Texture2D texture, Matrix[] modelBones,
Matrix[] instances, Matrix view, Matrix projection)
{
if (instances.Length == 0)
return;
// If we have more instances than room in our vertex buffer, grow it to the neccessary size.
if ((instanceVertexBuffer == null) ||
(instances.Length > instanceVertexBuffer.VertexCount))
{
if (instanceVertexBuffer != null)
instanceVertexBuffer.Dispose();
instanceVertexBuffer = new DynamicVertexBuffer(Game.GraphicsDevice, instanceVertexDeclaration,
instances.Length, BufferUsage.WriteOnly);
}
// Transfer the latest instance transform matrices into the instanceVertexBuffer.
instanceVertexBuffer.SetData(instances, 0, instances.Length, SetDataOptions.Discard);
foreach (ModelMesh mesh in model.Meshes)
{
foreach (ModelMeshPart meshPart in mesh.MeshParts)
{
// Tell the GPU to read from both the model vertex buffer plus our instanceVertexBuffer.
Game.GraphicsDevice.SetVertexBuffers(
new VertexBufferBinding(meshPart.VertexBuffer, meshPart.VertexOffset, 0),
new VertexBufferBinding(instanceVertexBuffer, 0, 1)
);
Game.GraphicsDevice.Indices = meshPart.IndexBuffer;
// Set up the instance rendering effect.
Effect effect = meshPart.Effect;
//effect.CurrentTechnique = effect.Techniques["HardwareInstancing"];
effect.Parameters["World"].SetValue(modelBones[mesh.ParentBone.Index]);
effect.Parameters["View"].SetValue(view);
effect.Parameters["Projection"].SetValue(projection);
effect.Parameters["Texture"].SetValue(texture);
// Draw all the instance copies in a single call.
foreach (EffectPass pass in effect.CurrentTechnique.Passes)
{
pass.Apply();
Game.GraphicsDevice.DrawInstancedPrimitives(PrimitiveType.TriangleList, 0, 0,
meshPart.NumVertices, meshPart.StartIndex,
meshPart.PrimitiveCount, instances.Length);
}
}
}
}
// ### END FUNCTION DrawModelHardwareInstancing
最佳答案
问题是您使用的立方体网格。法线是平均的,但我想您希望它们与立方体的面正交。
您将必须总共使用24个顶点(每侧4个),而不是8个顶点。每个角都有3个顶点,这些顶点具有相同的位置但法线不同,每个相邻的面对应一个顶点:
如果无法将FBX导出器配置为正确导出法线,则只需创建自己的立方体网格即可:
var vertices = new VertexPositionNormalTexture[24];
// Initialize the vertices, set position and texture coordinates
// ...
// Set normals
// front face
vertices[0].Normal = new Vector3(1, 0, 0);
vertices[1].Normal = new Vector3(1, 0, 0);
vertices[2].Normal = new Vector3(1, 0, 0);
vertices[3].Normal = new Vector3(1, 0, 0);
// back face
vertices[4].Normal = new Vector3(-1, 0, 0);
vertices[5].Normal = new Vector3(-1, 0, 0);
vertices[6].Normal = new Vector3(-1, 0, 0);
vertices[7].Normal = new Vector3(-1, 0, 0);
// ...
关于graphics - 如何在XNA中消除光影对我的模型的影响?,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/15099295/