最后我显示了一些东西。切换到使用graphics.GraphicsDevice.DrawIndexedPrimitives ...下一个问题...只显示一个三角形。数据集大约有200个三角形。我格式化了进来的数据,以确保每三个连续的矢量形成一个三角形面。这些是不规则的三角形,形成不规则的形状。我不完全理解顶点的索引。看起来每3个指数形成一个三角形。如果是这样的话,则指数匹配的数据进来我这样做:不规则三角形顶点索引
int i4 = -1;
indices = new int[xData1.Count];
for (int i2 = 0; i2 < xData1.Count; i2++)
{
i4++;
cubeVertices[i4].Position = new Vector3((float)xData1[i2][0], (float)xData1[i2][1], (float)xData1[i2][2]);
cubeVertices[i4].Color = Color.LawnGreen;
indices[i4] = i4;
}
使得指数相匹配的顶点进来..然后我用赖默斯正常的钙,以提供法线..这也许是错误的他的例子是使用每个索引6个顶点(我认为!),如下所示:
for (int i = 0; i < cubeVertices.Length; i++)
cubeVertices[i].Normal = new Vector3(0, 0, 0);
for (int i = 0; i < indices.Length/3; i++)
{
int index1 = indices[i * 3];
int index2 = indices[i * 3 + 1];
int index3 = indices[i * 3 + 2];
Vector3 side1 = cubeVertices[index1].Position - cubeVertices[index3].Position;
Vector3 side2 = cubeVertices[index1].Position - cubeVertices[index2].Position;
Vector3 normal = Vector3.Cross(side1, side2);
cubeVertices[index1].Normal += normal;
cubeVertices[index2].Normal += normal;
cubeVertices[index3].Normal += normal;
}
for (int i = 0; i < cubeVertices.Length; i++)
cubeVertices[i].Normal.Normalize();
需要多少东西来修复这里?我只看到1出几百三角形 :( THX的耐心
public struct VertexPositionColorNormal
{
public Vector3 Position;
public Color Color;
public Vector3 Normal;
public readonly static VertexDeclaration VertexDeclaration = new VertexDeclaration
(
new VertexElement(0, VertexElementFormat.Vector3, VertexElementUsage.Position, 0),
new VertexElement(sizeof(float) * 3, VertexElementFormat.Color, VertexElementUsage.Color, 0),
new VertexElement(sizeof(float) * 3 + 4, VertexElementFormat.Vector3, VertexElementUsage.Normal, 0)
);
}
的...
private void CopyToBuffers()
{
vertexBuffer = new VertexBuffer(graphics.GraphicsDevice, VertexPositionColorNormal.VertexDeclaration,
cubeVertices.Length, BufferUsage.WriteOnly);
vertexBuffer.SetData(cubeVertices);
myIndexBuffer = new IndexBuffer(graphics.GraphicsDevice, typeof(int), indices.Length, BufferUsage.WriteOnly);
myIndexBuffer.SetData(indices);
}
....
foreach (EffectPass pass in basicEffect.CurrentTechnique.Passes)
{
basicEffect.World = world;
basicEffect.View = view;
basicEffect.Projection = proj;
pass.Apply();
graphics.GraphicsDevice.Indices = myIndexBuffer;
graphics.GraphicsDevice.SetVertexBuffer(vertexBuffer);
graphics.GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0,
cubeVertices.Length, 0, indices.Length/3);
...这不是剔除模式...只是检查...仍在搜索 – zeppeldep 2012-08-03 11:53:48
您需要显示您对“DrawIndexedPrimitives”的调用以及如何设置索引和顶点缓冲区。 – Dervall 2012-08-03 11:58:27
好吧...包括...对不起,是一个痛苦... thx帮助.. – zeppeldep 2012-08-03 12:10:04