Cocos2d iphone 如何翻转CC3PlaneNode上的纹理?
我正在创建一个CC3PlaneNode(cocos3d),代码如下:Cocos2d iphone 如何翻转CC3PlaneNode上的纹理?,cocos2d-iphone,cocos3d,Cocos2d Iphone,Cocos3d,我正在创建一个CC3PlaneNode(cocos3d),代码如下: CC3PlaneNode *bnode = [CC3PlaneNode nodeWithName: name]; CC3Texture *texture = [CC3Texture textureFromFile: texName]; [bnode populateAsCenteredRectangleWithSize: sz andTessellation: ccg(1,
CC3PlaneNode *bnode = [CC3PlaneNode nodeWithName: name];
CC3Texture *texture = [CC3Texture textureFromFile: texName];
[bnode populateAsCenteredRectangleWithSize: sz
andTessellation: ccg(1, 1)
withTexture: texture
invertTexture: YES];
bnode.material.specularColor = kCCC4FLightGray;
bnode.material.emissionColor = kCCC4FWhite;
bnode.material.isOpaque = NO;
bnode.shouldCullBackFaces = NO;
bnode.isTouchEnabled = YES;
bnode.location = loc;
[bnode retainVertexLocations];
+--------+
| |
| y x |
| |
+--------+
c c'
在某些情况下,我希望平面显示其纹理的镜像(许多图像程序中的水平翻转功能)。我不想翻转平面本身,因为这样会使其所有子节点偏离位置,这是不可取的行为
也就是说,如果X&Y是我的纹理的一部分,“c”和“c”是此图中的子节点:
+--------+
| |
| x y |
| |
+--------+
c c'
翻转之后,我希望事情看起来像这样:
CC3PlaneNode *bnode = [CC3PlaneNode nodeWithName: name];
CC3Texture *texture = [CC3Texture textureFromFile: texName];
[bnode populateAsCenteredRectangleWithSize: sz
andTessellation: ccg(1, 1)
withTexture: texture
invertTexture: YES];
bnode.material.specularColor = kCCC4FLightGray;
bnode.material.emissionColor = kCCC4FWhite;
bnode.material.isOpaque = NO;
bnode.shouldCullBackFaces = NO;
bnode.isTouchEnabled = YES;
bnode.location = loc;
[bnode retainVertexLocations];
+--------+
| |
| y x |
| |
+--------+
c c'
除了不想旋转/旋转/翻转飞机本身之外,我在解决方案上非常灵活
有什么提示吗
谢谢