Update
This commit is contained in:
parent
16b8c6accd
commit
85321afd67
35 changed files with 1971 additions and 1919 deletions
|
@ -38,8 +38,6 @@ Some billboards also choose their image based on from what angle they're viewed
|
|||
|
||||
In older software billboards were implemented simply as image [blitting](blit.md), i.e. the billboard's scaled image would literally be copied to the screen at the appropriate position (this would implement the freely rotating billboard). Nowadays when rendering 3D models is no longer really considered harmful to performance and drawing pixels directly is less convenient, billboards are more and more implemented as so called [textured](texture.md) [quads](quad.md), i.e. they are really a flat square 3D model that may pass the same pipeline as other 3D models (even though in some frameworks they may actually have different [vertex shaders](vertex_shader.md) etc.) and that's simply rotated to face the camera in each frame (in [modern](modern.md) frameworks there are specific functions for this).
|
||||
|
||||
[Fun](fun.md) fact: in the old games such as [Doom](doom.md) the billboard images were made from photographs of actual physical models from clay. It was easier and better looking than using the primitive 3D software that existed back then.
|
||||
|
||||
## Implementation Details
|
||||
|
||||
The following are some possibly useful things for implementing billboards.
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue