by Mel » Mon Oct 24, 2011 9:36 am
Yes, that's it. Actually, think of each billboard, they are quads, in which each vertex is placed in a corner of the normalized texture space. So, placing the vertices in the center of each quad, and moving them to their proper place using as reference the mapping coordinates, you can process all the quads of a mesh so they face the camera, and that's pretty much everything. The good point is that simply with the position, and the texture coordinates, you can create the rest of the information you need, and, as they are simple scene nodes, they can be rotated, translated and scaled like anything else.