Streched material when added programmatically










0















I am using a 3D model with a .jpg as material. When I assign it within Xcode, everything works fine:
enter image description here



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:



enter image description here










share|improve this question


























    0















    I am using a 3D model with a .jpg as material. When I assign it within Xcode, everything works fine:
    enter image description here



    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:



    enter image description here










    share|improve this question
























      0












      0








      0








      I am using a 3D model with a .jpg as material. When I assign it within Xcode, everything works fine:
      enter image description here



      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:



      enter image description here










      share|improve this question














      I am using a 3D model with a .jpg as material. When I assign it within Xcode, everything works fine:
      enter image description here



      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:



      enter image description here







      swift textures arkit texture-mapping material-swift






      share|improve this question













      share|improve this question











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      asked Nov 13 '18 at 19:12









      Jush KillaBJush KillaB

      747




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