我有一个由GKNoiseMap生成的SKTexture。当我观察快速操场的纹理时,它具有预期的颜色。当我将纹理应用于材质并在SCNView中渲染它时,颜色是不同的(见下图)。我做错了什么?


完整代码:
import GameKit
import SpriteKit
import PlaygroundSupport
let source = GKPerlinNoiseSource()
let noise = GKNoise(source)
noise.gradientColors = [-1: #colorLiteral(red: 0.7537418008, green: 0.4404714704, blue: 0.2776784003, alpha: 1) , 1: #colorLiteral(red: 0.2008953691, green: 0.186568588, blue: 0.2595013976, alpha: 1)]
let map = GKNoiseMap(noise, size: vector2(1.0, 1.0), origin: vector2(0.0, 0.0), sampleCount: vector2(Int32(256), Int32(256)), seamless: false)
let texture = SKTexture(noiseMap: map )
let ball = SCNSphere(radius: 1)
let materials = SCNMaterial()
materials.diffuse.contents = texture
ball.materials = [materials]
var node = SCNNode(geometry: ball)
var sceneView = SCNView(frame: CGRect(x: 0, y: 0, width: 300, height: 300))
var scene = SCNScene()
sceneView.scene = scene
PlaygroundPage.current.liveView = sceneView
var cameraNode = SCNNode()
cameraNode.camera = SCNCamera()
cameraNode.position = SCNVector3(x: 0, y: 0, z: 3)
scene.rootNode.addChildNode(cameraNode)
scene.rootNode.addChildNode(node)发布于 2020-10-30 11:44:18
我不明白为什么这是可行的(我怀疑这与gamma校正有关),但这里有一个变通方法:
将SKTexture转换为UIImage,然后将UIimage指定给材质的漫反射内容。这显示了正确的颜色。
https://stackoverflow.com/questions/64583950
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