Can I use GLSL to achieve billboarded particles?

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1 comment, last by Deathscythe 18 years, 10 months ago
Hi, I'm trying to write a particle engine for my game project. I've been having trouble achieving good spherical billboarding for the particles. I've been calculating a billboarding matrix and then using that as one of the transformations. The results have not been very accurate. My game also makes use of GLSL shaders. I was wondering if there was a why to leverage the vertex shaders to achieve spherical billboarding. I was thinking something along the lines of: gl_Position = gl_ProjectionMatrix * gl_ModelMatirx * gl_Vertex; The theory is to remove the View Matrix for the transformations. Would this work? Is there something else anyone could suggest? Thanks in advance
President: Video Game Development Club of UCIhttp://spirit.dos.uci.edu/vgdc
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I have done something like that in the past where I for every particle quad in my emitter, I assigned 3 texture coordinates uvw instead of uv where w holds the index of some constant coefficitents that multiplied the right and up vector of the current view matrix to achieve billboarding.
Didn't offer any performance boosts sadly :/
n/m I decided to use ARB point sprites
President: Video Game Development Club of UCIhttp://spirit.dos.uci.edu/vgdc

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