One solution is to create a 3D texture with multiple rotations of the sprite, and then specify an r texture coordinate during calls display points. While this would undoubtedly work, a more sensible solution is to use a textured quad instead. Takes a little more programming, but ultimately it's a lot more flexible. And thanks to the geometry of the tree generated by Arbaro being a set of eight vertices making six trianges, I can get the direction the leaf is in, cross it with the camera vector and get the relevant vectors to displaying a textured quad.
I'll post a screen shot when I've done this...
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