我在用XNA绘制地形时遇到了问题,特别是用颜色(这发生在VertexPositionColorNormal和VertexPositionTextureNormal上)。我的代码如下:
public BasicEffect GetEffectForColoredTerrain()
{
this.coloredTerrainEffect.EnableDefaultLighting();
this.coloredTerrainEffect.SpecularPower = 0.01f; //Power of the light
this.coloredTerrainEffect.AmbientLightColor = new Vector3(0.1f, 0.1f, 0.1f); //Color of the light when it reflects on a surface
this.coloredTerrainEffect.EmissiveColor = new Vector3(1, 0, 0);
this.coloredTerrainEffect.DirectionalLight0.Enabled = true; //Enable directional light
this.coloredTerrainEffect.DirectionalLight0.DiffuseColor = (new Vector3(0.2f, 0.2f, 0.2f)); //Diffuse color
this.coloredTerrainEffect.DirectionalLight0.SpecularColor = (new Vector3(0.2f, 0.2f, 0.2f)); //Specular color
this.coloredTerrainEffect.DirectionalLight0.Direction = Vector3.Normalize(new Vector3(1, -1f, 1)); //Direction where the light comes from.
this.coloredTerrainEffect.View = Camera.GetInstance().GetViewMatrix();
this.coloredTerrainEffect.Projection = Camera.GetInstance().GetProjectionMatrix();
this.coloredTerrainEffect.Alpha = (float)((float)Configuration.GetInstance().TerrainOpacity / (float)100);
this.coloredTerrainEffect.VertexColorEnabled = true;
return this.coloredTerrainEffect;
}这个绘制地形的代码:
RasterizerState rs = new RasterizerState();
rs.CullMode = CullMode.None;
WorldContent.CommonGraphicsDevice.RasterizerState = rs;
//Restore things that SpriteBatch can have overriden
WorldContent.CommonGraphicsDevice.BlendState = BlendState.AlphaBlend;
WorldContent.CommonGraphicsDevice.DepthStencilState = DepthStencilState.Default;
WorldContent.CommonGraphicsDevice.SamplerStates[0] = SamplerState.LinearClamp;
BasicEffect shader = ShadersHandler.GetInstance().GetEffectForColoredTerrain();
foreach (EffectPass pass in shader.CurrentTechnique.Passes)
{
pass.Apply();
WorldContent.CommonGraphicsDevice.Indices = indexBufferVertices;
WorldContent.CommonGraphicsDevice.SetVertexBuffer(vertexBufferVertices);
WorldContent.CommonGraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexPositionColorNormalList.Length, 0, indicesVertices.Length / 3);
}但是,结果确实很奇怪,正如您可以在以下图像中看到的那样:
颜色是从黄色到白色的渐变(黄色向上,白色向下)。但是,如果我使用Riemers教程中的效果文件( 3D系列1中的effects.fx),那么一切都是正确的,正如您在这里看到的:
如果您愿意,您可以在这里看到效果代码:效果文件
那么,问题:有人知道BasicEffect在这里发生了什么吗?我想使用Riemers文件(它看起来一切都是正确的),但是我需要使用透明性,BasicEffect对象提供给我alpha属性,这对于我正在寻找的东西来说是完美的。
PD:同样的问题发生在纹理地形上,使用VertexPositionNormalTexture
发布于 2013-03-08 13:08:38
看着图像,变色似乎是一个非常好的圆圈,从一个方向的光。我将尝试删除您在DirectionalLight0示例中使用的BasicEffect属性设置,并查看它是否纠正了变色。
https://stackoverflow.com/questions/15269216
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