Replies: 2 comments 13 replies
-
Hi, The normalTexture is only used for lighting. You need to set baseColorTexture for it to show the color like this:
|
Beta Was this translation helpful? Give feedback.
12 replies
-
The UV coords are set up that way for the built in sphere mesh, you can flip the UV's manually:
|
Beta Was this translation helpful? Give feedback.
1 reply
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
-
Hi, sir
I try to build a sphere:
let dirLight = new PIXI3D.Light();
dirLight.type = "directional";
PIXI3D.LightingEnvironment.main.lights.push(dirLight);
const normalTexture = new PIXI3D.StandardMaterialTexture(PIXI.Texture.from('123.png').baseTexture);
const material = new PIXI3D.StandardMaterial();
material.normalTexture = normalTexture;
let model = PIXI3D.Mesh3D.createSphere(material);
the sphere can show texture, but texture don't include any color.
Am I missing some code?
Beta Was this translation helpful? Give feedback.
All reactions