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Using LPD3DXSPRITE with a camera

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Hi, I seem to have a problem using the sprite handler in conjunction with a 3D camera. When I translate the camera, the sprites remain fixed in the exact same location on the screen, no matter how I orient the camera even though the sprites remain in the exact same location. I know the camera is working because I also have a textured quad located in the scene and it appears to move when I translate the camera, but not the sprite. It's like the sprites are being drawn with respect to the camera space and not the world space.

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I mever used ID3DXSprite in 3d space, but maybe you use D3DXSPRITE_BILLBOARD flag to render the sprites? If so you might want to turn it off for it causes the sprites to always face the user.

You might also want to check out ID3DXSprite's setWorlViewLH and setWorldViewRH functions (see DXSDK Documentation).

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