2016-11-28 90 views
0

我工作HoloLens应用程序,我想渲染一些简单的多边形。每个多边形都标记一个限制区域。HoloLens多边形渲染与网格

我用一个网格来解决这个任务,在unity播放器上它工作正常,但在HoloLens上它不显示网格。 HoloLens是否由于空间映射而忽略了网格,或者有人对这个问题有所了解?

 Vector3[] AllVertices = polygonCoordinates.ToArray(); 

     for (int i = 0; i < AllVertices.Length-3; i = i + 2) 
     { 
      GameObject polygonGameObject = new GameObject("Polygon"); 
      Mesh mesh = new Mesh(); 
      polygonGameObject.transform.SetParent(polygonContainer.transform, true); 
      MeshFilter meshFilter = (MeshFilter)polygonGameObject.AddComponent(typeof(MeshFilter)); 

      //Styles for Mesh 
      MeshRenderer renderer = polygonGameObject.AddComponent(typeof(MeshRenderer)) as MeshRenderer; 
      renderer.material.shader = Shader.Find("Particles/Additive"); 
      Texture2D tex = new Texture2D(1, 1); 
      tex.SetPixel(0, 0, Color.red); 
      tex.Apply(); 
      renderer.material.mainTexture = tex; 
      renderer.material.color = Color.red; 

      Vector3[] vertices = new Vector3[4]; 
      vertices[0] = AllVertices[i]; 
      vertices[1] = AllVertices[i+1]; 
      vertices[2] = AllVertices[i+2]; 
      vertices[3] = AllVertices[i+3]; 
      mesh.vertices = vertices; 

      int[] tri = new int[6]; 
      //Upper triangle 
      tri[0] = 0; 
      tri[1] = 1; 
      tri[2] = 2; 

      //Lower triangle 
      tri[3] = 2; 
      tri[4] = 1; 
      tri[5] = 3; 
      mesh.triangles = tri; 

      //Normals for nice rendering 
      Vector3[] normals = new Vector3[4]; 
      normals[0] = -Vector3.forward; 
      normals[1] = -Vector3.forward; 
      normals[2] = -Vector3.forward; 
      normals[3] = -Vector3.forward; 
      mesh.normals = normals; 

      //For texture 
      Vector2[] uv = new Vector2[4]; 
      uv[0] = new Vector2(0, 0); 
      uv[1] = new Vector2(1, 0); 
      uv[2] = new Vector2(0, 1); 
      uv[3] = new Vector2(1, 1); 
      mesh.uv = uv; 
      mesh.RecalculateNormals(); 

      meshFilter.mesh = mesh; 
      GameObject.Instantiate(polygonGameObject); 
     } 

回答

0

我将此问题发布到HoloLens论坛,我们解决了我的问题。

我转贴正确的答案在这里:

“Shader.Find在已部署的项目失败,因为颗粒/添加剂可能是没有得到包括在生成(尽管它的存在,当你从编辑器中运行)。尝试在Assets下面添加Resources文件夹并将Additive着色器放在那里,任何资源中的文件都应该保证包含在你的版本中,然后用Find方法而不是Particles/Additive调用Assets/Resources。