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JonHobson

Fully 3D Particle system

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Hi, I''ve been messing around trying to make a particle system using the D3D Framework. I have been studying the code from the "Fireworks" D3D sample and a few others from the web. The problem I am having though is that all of these particle systems don''t work if you rotate the camera because the particles are only 2D squares. So what I want to know is how do I calculate how much to rotate each particle so that it is always facing the camera? Jon Hobson.

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Ah, cool. I had already looked at the billboard sample but it was only for Y-axis rotation. Then I read the top of the code and with a little trial and error I''ve now got it working by using the inverse of the view matrix.

Thanks

Jon Hobson

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Hi

You can save some computation, by transforming only one point by hand, and then determine the other three Points of the Quad, by adding something to the x and y Coordinates.

Then send it untransformed to the Rasterizer.

Lars

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I am presuming you mean getting the screen coordinates of a single vertex. How can I do this?
Can I just multiply the vertex by my transform matrix, then multiply that by the view matrix?

Edited by - JonHobson on 4/30/00 3:10:30 PM

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