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Guest Anonymous Poster

Billboard D3D Quad

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Guest Anonymous Poster
Hmm wrong board for this post, but anyway..

To billboard a quad in D3D it is simple - just set the billboard's world transform matrix to {-U,V,-N} of the camera...

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Hi,
code:

SetIdentityMatrix( mat );
SetIdentityMatrix( mat1);
lpD3Ddevice->GetTransform( D3DTRANSFORMSTATE_VIEW, &mat );
mat._14 = 0;
mat._24 = 0;
mat._34 = 0;
mat._44 = 1;
MatrixInvert( mat1, mat );

mat1._41 = position.x;
mat1._42 = position.y;
mat1._43 = position.z;
for(k = 0; k < 4; k++)
m_cCoords[ k ].MultiplyWithMatrix( mat1 );



m_cCoords is the array with the coordinates of the quad in local space.

HTH
Greets Tobias

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Guest Anonymous Poster
Lance:

"wrong board for this post, but anyway" ?

No, this is the right board for this question. It's specific to D3D.

Tobias:

Thanks !
It's sorta working, but I have a few things that aren't working right. If I can't figure it out, I'll be back

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Guest Anonymous Poster
Can anyone give me an example of using the view matrix and drawing billboard'd quad's in D3D ? I can cheat it by just transforming the location of the object and then extending edges in screen space, but I would rather have the quad in local space and transform it to the inverse of the view matrix.

I am mainly getting confused at how I incorporate the Inverse View matrix and the translation and scale of the object.

Any help is greatly appreciated!

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