HLSL, screen alligned quad?
Is there a way, purely in vertex/pixel shaders to make a polygon always face the screen? Or is this usually done in the main engine code? (this is a game engine by the way). ...I've only got access to HLSL to manipulate pixels, so was wondering if this was possible.
Thanks!
Does it have to be defined in 3D?
If you're trying to do "2D in 3D" type effects (e.g. post-processing, GUI's etc...) then you can just define the geometry in 2D and skip any complicated maths...
A few more details and I (or someone else) can probably suggest a solution.
hth
Jack
If you're trying to do "2D in 3D" type effects (e.g. post-processing, GUI's etc...) then you can just define the geometry in 2D and skip any complicated maths...
A few more details and I (or someone else) can probably suggest a solution.
hth
Jack
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