MonoGame:渲染 3d 模型和 spritebatch 的问题

MonoGame: problem with rendering 3d model and spritebatch

我想在屏幕上绘制一些调试信息,但这会导致渲染模型出现问题。我在互联网上找到了一些解决方案,但它不起作用。也许我太笨了,但我不知道出了什么问题。 这是绘制方法:

    protected override void Draw(GameTime gameTime)
    {
        GraphicsDevice.Clear(Color.DarkCyan);

        spriteBatch.Begin();
        player.Draw(dt);
        spriteBatch.DrawString(gamefont, "render Time :" + gameTime.ElapsedGameTime.TotalSeconds, new Vector2(0, 85), Color.White);
        spriteBatch.End();

        effect.View = player.view;
        effect.Projection = player.projection;
        effect.Texture = dirtTexture;

        GraphicsDevice.SamplerStates[0] = SamplerState.PointClamp;
        GraphicsDevice.BlendState = BlendState.Opaque;
        GraphicsDevice.DepthStencilState = DepthStencilState.Default;

        foreach (EffectPass p in effect.CurrentTechnique.Passes)
        {
            p.Apply();
            effect.World = player.world;
            GraphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, buffer.VertexCount / 3);
        }



        base.Draw(gameTime);
    }

Here how it look like

三角形法线(正面)被向后绘制。这是由顶点缓冲区中的顶点顺序定义的。

幸运的是,我们可以在GraphicsDevice中指定顺序。只需添加行:

GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;

如果结果相同,请使用:

GraphicsDevice.RasterizerState = RasterizerState.CullClockwise;