只是提醒一下,我真的是新来的,所以很抱歉,如果我的问题是不清楚:
我已经用Blender做了一个3D模型,我只是用了一个混合着色器来作为我的模型的材质。我试图让它在LibGDX中正确显示。当我在Blender中渲染模型时,它看起来像这样:
然后我将文件导出到fbx,然后使用fbx-conv将其转换为.g3db文件,但是当我尝试在代码中加载模型(取自http://blog.xoppa.com/loading-models-using-libgdx/)时:
public class Basic3DTest implements ApplicationListener {
PerspectiveCamera cam;
public CameraInputController camController;
public Environment environment;
public ModelInstance instance;
public ModelBatch modelBatch;
public AssetManager assets;
public Array<ModelInstance> instances = new Array<ModelInstance>();
public boolean loading;
@Override
public void create() {
modelBatch = new ModelBatch();
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.4f,
0.4f, 0.4f, 1f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -.5f,
-0.6f, -1f));
cam = new PerspectiveCamera(67, Gdx.graphics.getWidth(),
Gdx.graphics.getHeight());
cam.position.set(10f, 10f, 10f);
cam.lookAt(0, 0, 0);
cam.near = 0.1f;
cam.far = 300f;
cam.update();
camController = new CameraInputController(cam);
Gdx.input.setInputProcessor(camController);
assets = new AssetManager();
assets.load("data/Space Game/ModelData/blinky.g3db", Model.class);
loading = true;
}
private void doneLoading() {
Model ship = assets.get("data/Space Game/ModelData/blinky.g3db", Model.class);
ModelInstance shipInstance = new ModelInstance(ship);
instances.add(shipInstance);
loading = false;
}
@Override
public void dispose() {
modelBatch.dispose();
instances.clear();
assets.dispose();
}
@Override
public void pause() {
// TODO Auto-generated method stub
}
@Override
public void render () {
if (loading && assets.update())
doneLoading();
camController.update();
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
modelBatch.begin(cam);
modelBatch.render(instances, environment);
modelBatch.end();
}
@Override
public void resize(int arg0, int arg1) {
// TODO Auto-generated method stub
}
@Override
public void resume() {
// TODO Auto-generated method stub
}
}
以下是显示的内容:
知道哪里出了问题吗?提前感谢。
2条答案
按热度按时间yhqotfr81#
渲染时应该明确设置着色器。有关在libgdx中使用着色器的信息,请参阅https://github.com/libgdx/libgdx/wiki/Shaders
5sxhfpxr2#
/* 所有这些都必须在create方法中 */