Horde3D

Next-Generation Graphics Engine
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 Post subject: Billboards
PostPosted: 03.11.2010, 17:02 
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Joined: 09.05.2007, 23:57
Posts: 6
Location: Philadelphia, PA
Edit: got this working. Here's code to project world coords to normalize screen coords [-1, 1] so you can then feed them into h3dShowOverlay to get billboards.

Code:
void h3dutProject(H3DNode cameraNode, Vec3f world, float *x, float *y) {
   Matrix4f projMat;
   h3dGetCameraProjMat(cameraNode, projMat.x);

   const float *camTrans;
   h3dGetNodeTransMats( cameraNode, 0x0, &camTrans );      
   Matrix4f viewMat( camTrans );
   viewMat = viewMat.inverted();

   Matrix4f viewProjMat = projMat * viewMat;
   Vec3f screen = viewProjMat * world;
   if (x) {
      *x = screen.x / screen.z;
   }
   if (y) {
      *y = screen.y / screen.z;
   }
}


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 Post subject: Re: Billboards
PostPosted: 03.11.2010, 23:05 
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Joined: 10.09.2006, 15:52
Posts: 1217
Thanks for sharing your code snippet. Some similar code can be found in the wiki.


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 Post subject: Re: Billboards
PostPosted: 02.02.2011, 22:43 
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Joined: 02.02.2011, 19:14
Posts: 5
While this works, the billboards only exist on the UI layer. It is not possible for a 3D Object to step in front of a billboard this way.

What would be the best way to implement actual billboards? A vector of 2D Quads that get their rotation recalculated relative to the camera with every drawcall?


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