fbx导出的c3t中
{
“version”: “0.7”,
“id”: “”,
“meshes”:
{
“attributes”: {“size”: 3,
“type”: “GL_FLOAT”,
“attribute”: “VERTEX_ATTRIB_POSITION”}, {“size”: 3,
“type”: “GL_FLOAT”,
“attribute”: “VERTEX_ATTRIB_NORMAL”}, {“size”: 2,
“type”: “GL_FLOAT”,
“attribute”: “VERTEX_ATTRIB_TEX_COORD”}, {“size”: 2,
“type”: “GL_FLOAT”,
“attribute”: “VERTEX_ATTRIB_TEX_COORD1”}],
“vertices”:
…
]
“materials”:
{“id”: “01 - Default”,
“ambient”: 0.588235, 0.588235, 0.588235],
“diffuse”: 0.588235, 0.588235, 0.588235],
“emissive”: 0.000000, 0.000000, 0.000000],
“opacity”: 1.000000,
“specular”: 0.900000, 0.900000, 0.900000],
“shininess”: 2.000000,
“textures”:
{“id”: “Map #1”,
“filename”: “test.png”,
“type”: “DIFFUSE”,
“wrapModeU”: “REPEAT”,
“wrapModeV”: “REPEAT”},
{“id”: “Map #1”,
“filename”: “test.png”,
“type”: “TRANSPARENCY”,
“wrapModeU”: “REPEAT”,
“wrapModeV”: “REPEAT”}
]}
],
“nodes”:
{“id”: “Sphere01”,
“skeleton”: false,
“transform”: 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, -1.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000],
“parts”:
{“meshpartid”: “Sphere01_part1”,
“materialid”: “01 - Default”,
“uvMapping”: 0, 1], 0, 1]]}
]}
],
“animations”: ]
attribute": "VERTEX_ATTRIB_TEX_COORD1这个参数没有被使用,要怎么自己修改shader呢,
现在问题是:模型是同样的两个带透明的球,其中一个球的透明部分能正常显示另外一个球,另外一个球不能正常显示,透明部分显示出了背景,应该是这里没有实现coord1的问题吧?
不懂。。
这是在modelViewer中的截图,效果和在touch上跑的一致

