Colors XNA 4.0奇怪的颜色错误

Colors XNA 4.0奇怪的颜色错误,colors,xna-4.0,light,Colors,Xna 4.0,Light,我在使用XNA绘制地形时遇到问题,特别是在颜色方面(在VertexPositionColorNormal和VertexPositionTextureNormal中会出现这种情况)。我的代码如下: public BasicEffect GetEffectForColoredTerrain() { this.coloredTerrainEffect.EnableDefaultLighting(); this.coloredTerrainEffect.SpecularPower = 0

我在使用XNA绘制地形时遇到问题,特别是在颜色方面(在VertexPositionColorNormal和VertexPositionTextureNormal中会出现这种情况)。我的代码如下:

public BasicEffect GetEffectForColoredTerrain()
{
    this.coloredTerrainEffect.EnableDefaultLighting();
    this.coloredTerrainEffect.SpecularPower = 0.01f; //Power of the light
    this.coloredTerrainEffect.AmbientLightColor = new Vector3(0.1f, 0.1f, 0.1f); //Color of the light when it reflects on a surface
    this.coloredTerrainEffect.EmissiveColor = new Vector3(1, 0, 0);
    this.coloredTerrainEffect.DirectionalLight0.Enabled = true; //Enable directional light
    this.coloredTerrainEffect.DirectionalLight0.DiffuseColor = (new Vector3(0.2f, 0.2f, 0.2f)); //Diffuse color
    this.coloredTerrainEffect.DirectionalLight0.SpecularColor = (new Vector3(0.2f, 0.2f, 0.2f)); //Specular color
    this.coloredTerrainEffect.DirectionalLight0.Direction = Vector3.Normalize(new Vector3(1, -1f, 1)); //Direction where the light comes from.
    this.coloredTerrainEffect.View = Camera.GetInstance().GetViewMatrix();
    this.coloredTerrainEffect.Projection = Camera.GetInstance().GetProjectionMatrix();
    this.coloredTerrainEffect.Alpha = (float)((float)Configuration.GetInstance().TerrainOpacity / (float)100);
    this.coloredTerrainEffect.VertexColorEnabled = true;

    return this.coloredTerrainEffect;
}
此代码用于绘制地形:

RasterizerState rs = new RasterizerState();
rs.CullMode = CullMode.None;
WorldContent.CommonGraphicsDevice.RasterizerState = rs;
//Restore things that SpriteBatch can have overriden
WorldContent.CommonGraphicsDevice.BlendState = BlendState.AlphaBlend;
WorldContent.CommonGraphicsDevice.DepthStencilState = DepthStencilState.Default;
WorldContent.CommonGraphicsDevice.SamplerStates[0] = SamplerState.LinearClamp;

BasicEffect shader = ShadersHandler.GetInstance().GetEffectForColoredTerrain();
foreach (EffectPass pass in shader.CurrentTechnique.Passes)
{
    pass.Apply();
    WorldContent.CommonGraphicsDevice.Indices = indexBufferVertices;
    WorldContent.CommonGraphicsDevice.SetVertexBuffer(vertexBufferVertices);
    WorldContent.CommonGraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, vertexPositionColorNormalList.Length, 0, indicesVertices.Length / 3);
}
但是,结果真的很奇怪,如下图所示:

颜色是从黄色到白色的渐变(黄色向上,白色向下)。但是,如果我使用Riemers教程中的效果文件(3D系列1中的effects.fx),则一切都是正确的,如您在此处所见:

如果您愿意,您可以在此处看到效果代码:

所以问题:有人知道这里发生了什么吗?我想使用Riemers文件(一切似乎都是正确的),但我需要使用透明度,BasicFect对象为我提供alpha属性,这非常适合我所寻找的


PD:同样的问题也发生在纹理地形上,使用VertexPositionNormalTexture查看图像时,变色看起来是一个非常漂亮的圆,就像来自平行光一样。我会尝试删除您在BasicEffect示例中使用的DirectionalLight0属性设置,看看这是否可以纠正变色。

是的,如果我删除DirectionalLight0属性,则地形的颜色正确,但我不想要均匀的颜色,但是根据光线的不同…尝试使用Emmisive颜色来影响地形的颜色。