If you take your camera matrix used to draw the world, this takes obejcts from the world relative to the camera (because you are essentially using the dot product to determine vectors relative to the camera). If you inverse this matrix, which is actually the transpose as well, you can get the cameras x,y,z axis in world coordinates. That should help you. I send the same 3Dpoint 4 times and move it's position by the camera world space vectors based on the texture coordinate.
dpadam450Member Since 18 Nov 2005
Online Last Active Today, 08:06 PM