In my first 3D game i now want to render the floor, which is actually a plane (not a libgdx Plane
) on y = 0
.
I want to add a Texture
to it, so i can have different floors in each level.
Now my question is: What is the best way to create and render this textured floor?
I thought about using basic Block Models
made with ModelBuilder
and then added a Texture
, but as i can only see 1 of 6 faces a 2d Texture
would be enough, so i thought about a Plane
.
Can i add a Texture
to a Plane
, as it is a infinite face in 3D room? The last thing i then thought about were the Decal
s.
Are Decal
s what i am looking for? And how can i use them? Or do you have an other solution .
Any tutorial or other help would be great.
Thanks
First about Decals, decals are like Sprites but in 3d coordinate, use it like this:
private Decal decal; private DecalBatch decalBatch;
in show() or create()
decalBatch = new DecalBatch();
CameraGroupStrategy cameraGroupStrategy = new CameraGroupStrategy(camera);
decal = Decal.newDecal(textureRegion, true);
decal.setPosition(5, 8, 1);
decal.setScale(0.02f);
decalBatch.setGroupStrategy(cameraGroupStrategy);
in render()
//Add all your decals then flush()
decalBatch.add(decal);
decalBatch.flush();
also dispose with decalBatch.dispose();
notice that in future decal will be part of 3d, I personally do not encourage you to use Decals as myself using 3d plane and I saw some problems with it, to use 3d plane use like these, i paste some of my codes here
private Model createPlaneModel(final float width, final float height, final Material material,
final float u1, final float v1, final float u2, final float v2) {
modelBuilder.begin();
MeshPartBuilder bPartBuilder = modelBuilder.part("rect",
GL10.GL_TRIANGLES, Usage.Position | Usage.Normal | Usage.TextureCoordinates,
material);
//NOTE ON TEXTURE REGION, MAY FILL OTHER REGIONS, USE GET region.getU() and so on
bPartBuilder.setUVRange(u1, v1, u2, v2);
bPartBuilder.rect(
-(width*0.5f), -(height*0.5f), 0,
(width*0.5f), -(height*0.5f), 0,
(width*0.5f), (height*0.5f), 0,
-(width*0.5f), (height*0.5f), 0,
0, 0, -1);
return (modelBuilder.end());
}
texture can be added as attribute to material
material.set(new TextureAttribute(TextureAttribute.Diffuse, texture)
for transparent plane that has alpha add to other attribute
attributes.add( new BlendingAttribute(color.getFloat(3)));
attributes.add( new FloatAttribute(FloatAttribute.AlphaTest, 0.5f));
material.set(attributes);
Init the ModelInstance to get model that returned
modelInstance = new ModelInstance(createPlaneModel(...))
render in render() with ModelBatch object
modelBatch.render(modelInstance );
see these links too. http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=11884
this is my benchmark on Plane vs Decals http://www.badlogicgames.com/forum/viewtopic.php?f=11&t=12493
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