BIllboarding
How the heck can I make a billboard that is ALWAYS facing the camera? (OpenGL)
Edited by - Scooter on January 31, 2001 6:17:10 PM
I know just about everyone here has to know how to do some type of billboarding for their games in OPENGL. Someone help me out here, point me in the right direction. ???
here is some text:
http://reality.sgi.com/blythe/sig99/advanced99/notes/node73.html
Code samples can be found in the source glut distribution and in many other places.
Just search for opengl+billboarding for many examples...
http://reality.sgi.com/blythe/sig99/advanced99/notes/node73.html
Code samples can be found in the source glut distribution and in many other places.
Just search for opengl+billboarding for many examples...
Reset the rotation part of the matrix, just before drawing.
In other words load the identity matrix for the rotation only.
Practical example:
- save current matrix position
- load identity
- translate using saved position
In other words load the identity matrix for the rotation only.
Practical example:
- save current matrix position
- load identity
- translate using saved position
In my games I use 2 types of billboarding: sprites rotated towards the camera on the X and Y axis, and sprites rotated towards the camera on just the Y axis (you should probably rotate around the Z axis too if you have camera roll in your 3D engine). The second type is useful if you''re drawing vaguely flat shapes (such as people) and want them to look more 3D.
http://www.geocities.com/ben32768
http://www.geocities.com/ben32768
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