2013-03-01 38 views
0

我目前正在基于GoblinXNA提供的原始“Tutorial 8 - Marker Tracking”程序开发AR项目。我已经玩过了,用一些我自己的设计替换了模型,保存为.fbx格式。我遇到的问题是.Diffuse扩展名正在用红色替换模型的原始颜色;改变颜色并没有什么区别,只是改变颜色,不让我具有模型的原始外观,并删除.Diffuse代码行只会使模型变成灰色和黑色的阴影(我猜这是对用CreateLights()方法吗?)从FBX模型中删除.Diffuse颜色

无论如何,这里是代码形式的对象;任何帮助将非常感激!

ModelLoader mLoader = new ModelLoader(); //self explanatory 
    Model flagModel = (Model)mLoader.Load("", "FlagModelAsset2"); 

    flagNode = new GeometryNode("FlagModelAsset2"); 
    flagNode.Model = flagModel; 
    flagNode.AddToPhysicsEngine = true; 
    flagNode.Physics.Shape = ShapeType.Box; 
    flagNode.Model.ShadowAttribute = ShadowAttribute.ReceiveCast; 
    flagNode.Model.Shader = new SimpleShadowShader(scene.ShadowMap); 

    //TransformNode flagTransNode = new TransformNode(); 
    //flagTransNode.Translation = new Vector3(0, 0, 0); //position of flag 
    //flagTransNode.Scale = new Vector3(1f, 1f, 1f); //size of flag 

    toolbarMarkerNode = new MarkerNode(scene.MarkerTracker, "ALVARToolbar.xml"); 

    Material flagMaterial = new Material(); 
    flagMaterial.Diffuse = new Vector4(0.5f, 2, 0, 1); //colour of flag 
    flagMaterial.Specular = Color.White.ToVector4(); 
    flagMaterial.SpecularPower = 10; 

    flagNode.Material = flagMaterial; 

    groundMarkerNode.AddChild(flagNode); 
    scene.RootNode.AddChild(toolbarMarkerNode); 
    //flagNode.AddChild(flagTransNode);    


    NewtonPhysics.CollisionPair pair = new NewtonPhysics.CollisionPair(flagNode.Physics, sphereNode.Physics); 
    ((NewtonPhysics)scene.PhysicsEngine).AddCollisionCallback(pair, BoxSphereCollision); 
} 

回答

0

这是材料;删除并添加下面的代码允许使用来自原始导入文件的纹理

((Model)flagNode.Model).UseInternalMaterials = true;