I have a mesh generated from data in Renderables. Environment is set. Material is a simple new Material()
.
... /*init renderable*/
/*set mesh parameters*/
renderable.mesh = new Mesh(false,
(int)(meshVertexArray.length/SurfaceBuilder.__ELEMENTSPERVERTEX__), /*!vertices, not cordinates*/
meshIndexArray.length,
new VertexAttribute(Usage.Position,3,"a_position"),
new VertexAttribute(Usage.Normal,3,"a_normal"),
new VertexAttribute(Usage.TextureCoordinates,2,"a_texCoords"),
new VertexAttribute(Usage.ColorPacked,4, "a_color")
);
... /*set vertices*/
The mesh is generated properly, but I can't see the textures, only the gray (shaded) triangles. I did try the rtfm method, but so far I saw no way to bind a texture, so it displays properly in libGDX, only with shaders, and I'm not using them (I'm catching up on them after this feature is implemented). Is there a way in libGDX to bind textures to a mesh without shaders?
Without seeing your texturing code, maybe try specify a texture for your material using the following format:
Material mat = new Material();
//set the diffuse channel on the texture using some texture
mat.set(TextureAttribute.createDiffuse(new Texture("crate.jpg")));
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