【发布时间】:2018-10-10 19:01:32
【问题描述】:
在创建纹理时,我在 SpriteKit 中有一些奇怪的行为。下面的函数向您展示了我在做什么。简而言之,我在 SceneKit 中并用一组颜色制作了一个 SCNNode(想想像素/体素)。它就像一个魅力。然而,恰好在 104 次调用之后,返回的纹理为 nil。之后,无论纹理是否为 nil,都会受到影响。我还提供了准确的颜色信息。想法?
func create2dModelSK(with colors: [String]) -> SCNNode? {
let geo = SCNBox(width: 1.0, height: 1.0, length: 0.1, chamferRadius: 0.0)
let base = SCNNode(geometry: geo)
let view = SKSpriteNode(color: .white, size: CGSize(width: 160, height: 160))
view.anchorPoint = CGPoint(x: 0, y: 1)
var xOffset = 0
var yOffset = 0
var count = 0
for _ in 0...15 {
for _ in 0...15 {
guard let newColor = UIColor(hexString: "#" + colors[count] + "ff") else { return base }
let n = SKSpriteNode(color: newColor, size: CGSize(width: 10, height: 10))
n.anchorPoint = CGPoint(x: 0, y: 1)
n.position = CGPoint(x: xOffset, y: yOffset)
view.addChild(n)
xOffset += 10
count += 1
}
xOffset = 0
yOffset -= 10
}
let skView = SKView(frame: CGRect(x: 0, y: 0, width: 160, height: 160))
let texture = skView.texture(from: view)
//AFTER being called 104 times, texture is nil.
let faceMaterial = SCNMaterial()
faceMaterial.diffuse.contents = texture
let sideMaterial = SCNMaterial()
sideMaterial.diffuse.contents = UIColor.white
let materialsForBox = [faceMaterial,sideMaterial,faceMaterial,sideMaterial,sideMaterial,sideMaterial]
base.geometry?.materials = materialsForBox
let scale = SCNVector3(x: 0.1, y: 0.1, z: 0.1)
base.scale = scale
return base
}
【问题讨论】:
-
纹理空间不足
标签: sprite-kit scenekit