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Dark GDK / Viewer facing polys (billboards)

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Xiotex Studios
18
Years of Service
User Offline
Joined: 26th Jun 2005
Location:
Posted: 28th Jun 2005 19:45
Hi,

Is there a way of placing view facing polys into the world - so that I can implement my own particle effects?

Xiotex Studios
www.xiotex.com
DarkGameSDK@xiotex.com
Mike Johnson
TGC Developer
21
Years of Service
User Offline
Joined: 13th Sep 2002
Location: United Kingdom
Posted: 28th Jun 2005 20:41
You can use the following functions to get information about the camera and in doing so find out which direction the camera is facing so you can align your polygons -

D3DXVECTOR3 dbGetObjectCameraLook ( void );
D3DXVECTOR3 dbGetObjectCameraPosition ( void );
D3DXVECTOR3 dbGetObjectCameraUp ( void );
D3DXVECTOR3 dbGetObjectCameraRight ( void );
D3DXMATRIX dbGetObjectCameraMatrix ( void );
Xiotex Studios
18
Years of Service
User Offline
Joined: 26th Jun 2005
Location:
Posted: 28th Jun 2005 20:48
Okay - that seems pretty standard (I usually derive that info directly from the view matrix..)

What about the actual creation of the polys themselves. Usually I create a vertex buffer manually and fill it with the info I need.

Sorry to bombard you with questions... but this is only my second day with this SDK

What I am looking to create is a world composed entirely of viewer facing polys so I am looking at the best way to do this under this SDK and still achieve a reasonable frame rate on most systems.

Xiotex Studios
www.xiotex.com
DarkGameSDK@xiotex.com

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