Path: chuka.playstation.co.uk!news From: "Mario Wynands" Newsgroups: scea.yaroze.programming.3d_graphics,scee.yaroze.programming.3d_graphics Subject: Re: Billboarding - fast method? Date: Fri, 8 May 1998 21:02:12 +1200 Organization: Sidhe Interactive Lines: 33 Message-ID: <6iuhop$aek8@chuka.playstation.co.uk> References: <6iomsu$jpr33@chuka.playstation.co.uk> <3552705D.E7D6237E@home.com> NNTP-Posting-Host: p5-max3.well.ihug.co.nz X-Newsreader: Microsoft Outlook Express 4.72.2106.4 X-MimeOLE: Produced By Microsoft MimeOLE V4.72.2106.4 Xref: chuka.playstation.co.uk scea.yaroze.programming.3d_graphics:240 scee.yaroze.programming.3d_graphics:546 Tim O'Neil wrote in message <3552705D.E7D6237E@home.com>... >Mario Wynands wrote: >> >> I am once again revisiting the topic of billboarding (thats having objects >> always face the camera when they are drawn). >.... >> Has anybody stumbled across a way to leverage the Yaroze libraries to >> perform billboarding at draw time? >> >> Thanks >> >> Mario > > >Is this not just using Sprites?... GsSPRITE et al? Not necessarily. You can use sprites to do simple billboards by scaling them and drawing them at a certain screen and ordering table position based on their virtual world position. This could be used to do things like explosions and cutout style trees. I was looking for a way that you could do it with TMDS though, so I could support more complex billboard shapes. For example you could have 3D trees which have only the polygons visible from the front defined, giving you a drawing speedup (no culling required), less memory overhead, and a more 3D look (sprite billboards always look flat). Mario