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Thread: Billboarding

  1. #1
    Senior Member OpenGL Guru
    Join Date
    Dec 2000
    Reutlingen, Germany


    Hi, i want to use billboarding for a particle-system. I know how to do billboarding, but i am not sure if it is the only and best way. I read it in a book:

    // get the modelview matrix
    float mat[16];
    glGetFloatv(GL_MODELVIEW_MATRIX, mat);

    // get the right and up vectors
    VECTOR right(mat[0], mat[4], mat[8]);
    VECTOR up(mat[1], mat[5], mat[9]);

    float size = 2.0f;

    // bottom left corner
    glVertex3fv((pos + (right + up) * -size).v ());
    // bottom right corner
    glVertex3fv((pos + (right - up) * size).v ());
    // top right corner
    glVertex3fv((pos + (right + up) * size).v ());
    // top left corner
    glVertex3fv((pos + (up - right) * size).v ());

    This would create a 4*4 quad. However this is a bit much of work to do, i think. It means many calculations for every single sprite. Do you know, if one could do this easier? I thought it might be possible to rotate the camera in a way so that every quad i draw in the xy-plane should be parallel to the screeen.

    I hope you understand what i mean.

    GLIM - Immediate Mode Emulation for GL3

  2. #2
    Senior Member Regular Contributor
    Join Date
    Dec 2001
    Belmont, CA, USA

    Re: Billboarding

    If all the quads are the same size, you can precompute the vertex offets

  3. #3
    Member Contributor
    Join Date
    Oct 2000
    Pittsburgh, PA

    Re: Billboarding


    what storing in bitmap format in an array of GLubytes, then using

    glRasterPos3f(x, y, z);
    glBitmap(GLsizei width, GLsizei height, GLfloat xorig, GLfloat yorig, GLfloat xmove, GLfloat ymove, const GLubyte *bits);

    I know this will always draw the sprite with the orientation you want, but I have not tried it. So I don't know how tough it would be to load or if it's any more or less optimal.

    If anybody has any thoughts on this please let me know.

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