Streched material when added programmatically
I am using a 3D model with a .jpg as material. When I assign it within Xcode, everything works fine:
Now when I add the scene
and its material programmatically, it seems to stretch the .jpg and it gets messed up.
Code:
override func viewDidLoad()
super.viewDidLoad()
self.sceneView = ARSCNView(frame: self.view.frame)
self.view.addSubview(self.sceneView)
sceneView.delegate = self
let scene = SCNScene()
let baseScene = SCNScene(named: "art.scnassets/testing.scn")
let baseNode = baseScene?.rootNode.childNode(withName: "base", recursively: true)
baseNode?.position = SCNVector3(0, 0, 0)
let material = SCNMaterial()
material.diffuse.contents = UIImage(named: "art.scnassets/texture.jpg")
baseNode?.geometry?.materials = [material]
scene.rootNode.addChildNode(baseNode!)
sceneView.scene = scene
Here is a picture of how it looks afterwards:
swift textures arkit texture-mapping material-swift
add a comment |
I am using a 3D model with a .jpg as material. When I assign it within Xcode, everything works fine:
Now when I add the scene
and its material programmatically, it seems to stretch the .jpg and it gets messed up.
Code:
override func viewDidLoad()
super.viewDidLoad()
self.sceneView = ARSCNView(frame: self.view.frame)
self.view.addSubview(self.sceneView)
sceneView.delegate = self
let scene = SCNScene()
let baseScene = SCNScene(named: "art.scnassets/testing.scn")
let baseNode = baseScene?.rootNode.childNode(withName: "base", recursively: true)
baseNode?.position = SCNVector3(0, 0, 0)
let material = SCNMaterial()
material.diffuse.contents = UIImage(named: "art.scnassets/texture.jpg")
baseNode?.geometry?.materials = [material]
scene.rootNode.addChildNode(baseNode!)
sceneView.scene = scene
Here is a picture of how it looks afterwards:
swift textures arkit texture-mapping material-swift
add a comment |
I am using a 3D model with a .jpg as material. When I assign it within Xcode, everything works fine:
Now when I add the scene
and its material programmatically, it seems to stretch the .jpg and it gets messed up.
Code:
override func viewDidLoad()
super.viewDidLoad()
self.sceneView = ARSCNView(frame: self.view.frame)
self.view.addSubview(self.sceneView)
sceneView.delegate = self
let scene = SCNScene()
let baseScene = SCNScene(named: "art.scnassets/testing.scn")
let baseNode = baseScene?.rootNode.childNode(withName: "base", recursively: true)
baseNode?.position = SCNVector3(0, 0, 0)
let material = SCNMaterial()
material.diffuse.contents = UIImage(named: "art.scnassets/texture.jpg")
baseNode?.geometry?.materials = [material]
scene.rootNode.addChildNode(baseNode!)
sceneView.scene = scene
Here is a picture of how it looks afterwards:
swift textures arkit texture-mapping material-swift
I am using a 3D model with a .jpg as material. When I assign it within Xcode, everything works fine:
Now when I add the scene
and its material programmatically, it seems to stretch the .jpg and it gets messed up.
Code:
override func viewDidLoad()
super.viewDidLoad()
self.sceneView = ARSCNView(frame: self.view.frame)
self.view.addSubview(self.sceneView)
sceneView.delegate = self
let scene = SCNScene()
let baseScene = SCNScene(named: "art.scnassets/testing.scn")
let baseNode = baseScene?.rootNode.childNode(withName: "base", recursively: true)
baseNode?.position = SCNVector3(0, 0, 0)
let material = SCNMaterial()
material.diffuse.contents = UIImage(named: "art.scnassets/texture.jpg")
baseNode?.geometry?.materials = [material]
scene.rootNode.addChildNode(baseNode!)
sceneView.scene = scene
Here is a picture of how it looks afterwards:
swift textures arkit texture-mapping material-swift
swift textures arkit texture-mapping material-swift
asked Nov 13 '18 at 19:12
Jush KillaBJush KillaB
747
747
add a comment |
add a comment |
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