Question

I am developing an 3d app using Cocos3d on iOS. I created a blender file for a house and exported it as .dae and convert to .pod using colladatopod tool. When i render image in blender, it shows output well, but after i converted and added as .pod file in cocos3d project and running in simulator, the output has black shaded. Could someone advise why is this issue occur? i did set shouldCullBackFaces to NO in code. I followed the procedure as it is for pod conversion. I don't know where is the issue now.

Here are the reference screenshot link: Blender output: http://s11.postimage.org/94d9d2h8z/Blender_House_Model.png Simulator output: http://s3.postimage.org/jztkix0s3/Output_In_Simulator.png

Blender output: http://s14.postimage.org/huixtamk1/Blender_Output.png Simulator output: http://s14.postimage.org/u3k1kcu5t/Simulator_Output.png

And another question is, my pod output always shows smaller image in simulator eventhough its a bigger pod model, how should i set it to the actual size in code?

Thank you

Was it helpful?

Solution

I guess there is something wrong with your pod file. How are you exporting pod file? Do something like exporting to collada and then use a collada to POD converter to get the required .pod files. I had some issues with blender before. They require python files to be added for additional functionalities. May be you are missing some. Try going through some tutorials. I had been working in cocos for a few days so can't tell you in detail the reason. Hope this helps :)

You can also check whether the POD file is broken or not. Follow these

  • brenwill.com/2011/cocos3d-importing-converting-collada-to-pod

  • cocos2d-iphone.org/forum/topic/28872 (Also go through tutorials of
    Bill Hollings)

OTHER TIPS

It's hard to tell what's your setup, but here's a list of things to check

  • Is the shader properly set before rendering? Try using a different one.

  • Is the shader using any lighting that is somehow misaligned? Should there be normals?

  • Is it an improperly loaded non-power-of-two texture causing the problem? Try a different texture.

  • Are you exporting texture coords properly, do you read them into the VBO?

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