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fitfool

Particle rotation

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Ok i have recently created a particle engine fora smoke trail of a rocket and am now working on 'billboarding' the particles. i understand that im supposed to rotate each partcile by the opposite view matrix. so far i have done
WorldMatrix.SetRotateX( -Camera->GetViewPoint()._12 );
WorldMatrix.SetRotateY( -Camera->GetViewPoint()._22 );

then muiltiplying it in with everything else like
D3DDevice->SetTransform( D3DTS_WORLD, &(WorldMatrix.RotateX * WorldMatrix.RotateY * WorldMatrix.RotateZ * Particles[Count].WorldMatrix.Translate));

But its not always making the particles face the camera. Anyone Know how to do this? thanks, FitFool

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