Very sorry for all these questions, but i'm also quite stuck on how to make my quads always face the camera. Try messing about with sin/cos, but to no joy :(
Particles face camera
Blitz3D Forums/Blitz3D Programming/Particles face camera I transform the "camera across" and "camera down" vectors into global space like this:
and then position of the four corners of my quad using the following, first vertex is center+up+left, second if center+up+right etc
taken from http://www.blitzbasic.com/codearcs/codearcs.php?code=437
TFormVector -1,0,0,cam,0 camxx#=TFormedX() camxy#=TFormedY() camxz#=TFormedZ() TFormVector 0,-1,0,cam,0 camyx#=TFormedX() camyy#=TFormedY() camyz#=TFormedZ()
and then position of the four corners of my quad using the following, first vertex is center+up+left, second if center+up+right etc
x#=p\x-cyx+cxx y#=p\y-cyy+cxy z#=p\z-cyz+cxz VertexCoords surf,i,x,y,z x#=p\x-cyx-cxx y#=p\y-cyy-cxy z#=p\z-cyz-cxz VertexCoords surf,i+1,x,y,z x#=p\x+cyx-cxx y#=p\y+cyy-cxy z#=p\z+cyz-cxz VertexCoords surf,i+2,x,y,z x#=p\x+cyx+cxx y#=p\y+cyy+cxy z#=p\z+cyz+cxz VertexCoords surf,i+3,x,y,z
taken from http://www.blitzbasic.com/codearcs/codearcs.php?code=437
Um.
Why not just use the PointEntity command?
Why not just use the PointEntity command?
Because we are manipulating vertices. It's advanced programming.
Ok, thanks alot for helping me out with this. I sorta just jumped into it, so this help is very much appreciated!