There is one problem with setting the rotation portion of your matrix to the identity. If you do that you will loose rotation about one axis which you might actually want. Lets say you are looking down the Z axis. You don''t want to keep the X and Y axis rotations, but you do want to keep the Z axis rotations because that will let you spin a particle for example. Just something to consider.
Nate Miller
Billboarding
March 10, 2001 11:03 AM
Thanks for all the replies guys. As I say I am knew to C++ as well as opengl. I keep looking at Nate''s billboarding method and although its probably the best way to do it the whole vec3_t thing is new to me and I dunno whats goin'' on. I tried baskuenen''s way and it seems to be working for me so far. As I say, thanks for all the help.
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