Renderer · function
billboardMatrix
Face the camera on every axis, for geometry with no up of its own.
Explained in Hello world.
function billboardMatrix(out: mat4, x: number, y: number, z: number, camera: Camera, scaleX?: number, scaleY?: number): voidimport { billboardMatrix } from '@driftengine/core';Parameters
| Parameter | Type | Description |
|---|---|---|
out | mat4 | |
x | number | |
y | number | |
z | number | |
camera | Camera | |
scaleX? | number | |
scaleY? | number |
In depth
Built from the camera's own basis rather than from the direction to the eye, so a row of these stays mutually parallel instead of fanning out toward the viewer — the difference is obvious the moment two are near each other at the screen edge.