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首先我把材料颜色的节点:设置纹理有色CC3MeshNode
CC3MeshNode *node = [self.modelNode getMeshNodeNamed:nodeName];
CC3Material *material = [CC3Material material];
material.color = [CCColor colorWithUIColor:[UIColor colorWithHexString:color]];
node.material = material;
node.visible = YES;
后来我需要填写纹理这个节点。我不能
CC3Texture *texture = [CC3Texture textureFromFile:@"texture.png"];
material.texture = texture;
node.material = material;
或
CC3Texture *texture = [CC3Texture textureFromFile:@"texture.png"];
[node.material addTexture:texture]
或
CC3Texture *texture = [CC3Texture textureFromFile:@"texture.png"];
node.material.color = [CCColor colorWithRed:1 green:1 blue:1 alpha:0];
[node.material addTexture:texture];
或
node.material = nil;
CC3Material *material = [CC3Material material];
node.material = material;
[node.material addTexture:texture];
回报白色节点,没有质感。
但在开始时设置纹理节点工程:
CC3MeshNode *node = [self.modelNode getMeshNodeNamed:nodeName];
CC3Texture *texture = [CC3Texture textureFromFile:@"texture.png"];
[node.material addTexture:texture];
node.visible = YES;
任何想法,设置它的颜色后如何申请纹理节点?
谢谢比尔!删除和选择着色器正在工作。 – AlexanderZ
可以请你举例指定自己的着色器,或者有创建着色器的方法,可以同时支持颜色和纹理以便稍后切换它们(显示一个或另一个)? – AlexanderZ
'CC3DemoMashUp addFog'方法包含加载一对特定顶点和片段着色器并将其应用于特定节点的示例。 –