I'm creating a custom SCNGeometry. To start, I'm developing it as a flat plane. It displays, and I can apply a colour to its' diffuse contents, but if I try and apply anything such as a UIImage, or a CALayer, it displays as white.
Code:
let positions = [
SCNVector3(-1, 0, 0),
SCNVector3(1, 0, 0),
SCNVector3(-1, 0, -1),
SCNVector3(1, 0, -1)
]
let indices: [UInt8] = [
0, 1, 2,
1, 3, 2
]
let vertexSource = SCNGeometrySource(vertices: positions)
let indexData = Data(bytes: indices, count: indices.count)
let element = SCNGeometryElement(
data: indexData,
primitiveType: SCNGeometryPrimitiveType.triangles,
primitiveCount: indices.count / 3,
bytesPerIndex: 1)
let geometry = SCNGeometry(
sources: [vertexSource],
elements: [element])
geometry.firstMaterial?.diffuse.contents = UIImage(named: "homer")
To be able to texture a geometry you need to also provide UV coordinates (texture coordinates) source.
let textureCoordinates = [
CGPoint(x: 0, y: 0),
CGPoint(x: 1, y: 0),
CGPoint(x: 0, y: 1),
CGPoint(x: 1, y: 1)
]
let uvSource = SCNGeometrySource(textureCoordinates: textureCoordinates)
let element = ...
let geometry = SCNGeometry(
sources: [vertexSource, uvSource],
elements: [element])