C# 3D wpf black meshes -


C # 3W WPF Visual Studio 2010

I have a view, which is made up of a number A circle triangle that I have added in both the sides and the front.

Triangel appears in my thoughts, but this side is dark and both inside and outside. I add Materia Lynn to this way

  Content content = new diffuscure (new solid collar brush (Colors.blue));   

But if I change the contents into

  content content = new immisivemetry (new solid collarbrush (color. Red));   

The side starts to flash in this color.

I have three lights

  & lt; Ambient light color = "white" /> & Lt; Directional Light X: Name = "myDirectLight1" color = "white" /> & Lt; PointLight x: name = "myPointLight1" color = "white" position = "0,0,0" />   

Where I

  myCamera LookDirection = - myCamera.Position (Vector 3D); // Always see (0,0,0) myDirectLight1. Direction = myCamera.LookDirection; // comes from the light camera   

but the sides are still black (unless I change the content to amisciative) ???

Is there any kind of light that the default limit is not set to infinity?

The circle is large, around 2000 units in diameter,

related

added

  create a personal model 3D groupTrizzell model (Point 3DP, Point 3DP1, point 3DP2, content content, content content 2) {Aries Geometry 3D Mesh = empty; Geometry model 3d model = faucet; Model 3D Group Group = New Model 3D Group (); // // in front of the toothed part / mesh = new mesh geometry 3D (); Mesh.Positions.Add (p0); Mesh.Positions.Add (p1); Mesh.Positions.Add (P2); Mesh.TrangleIndices.Add (0); Mesh.TrangleIndices.Add (1); Mesh.TrangleIndices.Add (2); Vector 3D Normal = Calculation Normal (P, P1, P2); Mesh.Normals.Add (normal); Mesh.Normals.Add (normal); Mesh.Normals.Add (normal); // // front side of the surface of the toothed side / point 3p3 = new point 3d (P1X, P1Y, BH); Point 3DP4 = New point 3D (P2X, P2, Y, BH); Mesh.PositionsAdd (P3); Mesh.Positions.Add (p4); Mesh.TrangleIndices.Add (1); Mesh.TrangleIndices.Add (3); Mesh.TrangleIndices.Add (4); General = Calculation Normal (P1, P3, P4); Mesh.Normals.Add (normal); Mesh.Normals.Add (normal); Mesh.Normals.Add (normal); Mesh.TrangleIndices.Add (1); Mesh.TrangleIndices.Add (4); Mesh.TrangleIndices.Add (2); General = Calculation Normal (P1, P4, P2); Mesh.Normals.Add (normal); Mesh.Normals.Add (normal); Mesh.Normals.Add (normal); Model = new geometric model 3D (trap, material); Group.Children.Add (model); // // the back side of the toothed part / trap = new mesh geometry 3D (); Mesh.Positions.Add (p0); Mesh.Positions.Add (p1); Mesh.Positions.Add (P2); Mesh.TrangleIndices.Add (0); Mesh.TrangleIndices.Add (2); Mesh.TrangleIndices.Add (1); General = Calculation Normal (P, P1, P2); Mesh.Normals.Add (normal); Mesh.Normals.Add (normal); Mesh.Normals.Add (normal); // // Behind the surface beneath the dentate / P3 = new point 3D (P1X, P1Y, BH); P4 = New point 3D (P2X, P2, Y, BH); Mesh.PositionsAdd (P3); Mesh.Positions.Add (p4); Mesh.TrangleIndices.Add (1); Mesh.TrangleIndices.Add (4); Mesh.TrangleIndices.Add (3); General = Calculation Normal (P1, P4, P3); Mesh.Normals.Add (normal); Mesh.Normals.Add (normal); Mesh.Normals.Add (normal); Mesh.TrangleIndices.Add (1); Mesh.TrangleIndices.Add (2); Mesh.TrangleIndices.Add (4); General = Calculation Normal (P1, P2, P4); Mesh.Normals.Add (normal); Mesh.Normals.Add (normal); Mesh.Normals.Add (normal); Model = new geometric model 3D (trap, material 2); Group.Children.Add (model); Return group; } Private Vector 3D Calculation Normal Value (Point 3DP, Point 3DP1, Point 3DP2) {Vector 3DV = New Vector 3D (P1X-P.X, P1 Y - P.Y. Y, P1Z - P. 0.Z); Vector 3D v1 = New Vector 3D (P2X - P1X, P2Y - P1Y, P2Z - P1J); Return Vector 3D Crossproduct (v0, v1); } The error was that my light source was defined in the XML code but I Acceptably,    were removed from these sources, resulting in a strange result, where the objects were "visible", but in all black,   < / Html>

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