Hi all,
I seem to get the theory behind this, first put 4 points at the same spot, map some coord, have the HLSL stretch those coord so that we make a quad, put texture in the middle.
For cylindrical:
Then on HLSL we calculate the position of the point, by taking the position and multiplying it by the world matrix only.. ? not sure here.
Then we create the lookat vector by taking the position - camera position.
We have our up vector which is like (0,1,0)
And I think we do a cross between the lookat vector and the up vector, so that we find the normal to both vector... this seems to be like a side looking kind of vector, and Normalize that side vector.
we then stretch the 4 points, into the final position.
-by adding a fix amount to the x cord and multiplying it by the side vector
-by adding a fix amount to the y cord and multiplying it by the up vector.
get view/projection matrix, and multiply the final position by the view projection matrix.
Finish it up by sending it the pixel shader and applying the texture.
Now, how do I do the same thing for the spherical billboard?
-tx
winsrp