은 단지 첫 번째
mesh-> mTextureCoords를 확인해야 ... 좌표 ... 하나 하나가 서로 다른 질감으로 채워지거나 할 수는 없습니다 슬롯 8 질감이 있습니다 [0]
인덱스의 mTextureCoords 통해 "* CONST 구조체 aiVector3D"이런 배열로 루프를 캐스팅 [0] [t]
통지 우리 루프 t 및 2D 배열
for (t = 0; t < mesh->mNumVertices; ++t) {
const struct aiVector3D* textureVec = &mesh->mTextureCoords[0][t];
printf("tex (%f,%f,%f)", textureVec->x, textureVec->y, textureVec->z);
}
희망이 도움이됩니다! 나는 여기에 너무 붙어 있었다! 지금
...이로드되지 않았습니다 생각 : 텍스 (0.159871,0.410298,0.000000) TEX (0.034839,0.369741,0.000000) TEX (0.147435,0.506447,0.000000) TEX (0.018893,0.493014,0.000000) TEX (0.159871,0.602596,0.000000) tex (0.034839,0.616288,0.000000) tex (0.196806,0.695823,0.000000) tex (0.082196,0.735817,0.000000) tex (0.257118,0.783297,0.000000) tex (0.159520,0.847968,0.000000) tex (0.314932, 0.833907,0.000000) tex (0.318555,0.981848,0.000000) tex (0.557998,0.677465,0.000000) tex (0.442610,0.703479,0.000000)
모델 톤이 없지만 적어도 하나는 일어나고 있습니다. – GraphicsMuncher