This section describes billboarding.
Billboarding is the process of controlling the orientation of polygons according to the orientation of the viewpoint. This can be used to represent things like clouds and flames that have no fixed shape, as well as things like trees.
The table below lists the different types of billboards.
| Billboard Types | Description | Influence of parent node. |
|---|---|---|
| World (Standard) | Rotates to display with the z-axis parallel with the camera lens axis. | Influenced |
| World Viewpoint (Standard Persp) | Rotates to display with the z-axis facing the camera. | Influenced |
| Screen (Rotate) | Rotates to display with the z-axis parallel with the camera lens axis. Rotation animation around the Z-axis is possible. | Not influenced |
Screen Viewpoint (Rotate Persp) |
Rotates to display with the z-axis facing the camera. Rotation animation around the Z-axis is possible. | Not influenced |
Y Axial (Y-axis Rotate) |
Rotates only around the y-axis to display with the z-axis parallel with the camera lens axis. | Influenced |
Y Axial Viewpoint (Y-axis Rotate Persp) |
Rotates only around the y-axis to display with the z-axis facing the camera. | Influenced |
In World billboarding, the rotation of the parent node influences the process and the z-axis is always parallel with the camera lens axis.
In World Viewpoint billboarding, the rotation of the parent node influences the process and the z-axis always faces the camera.
In Screen billboarding, the y-axis is tethered to the camera's up direction and the x-axis is always parallel with the camera lens axis. The process is not affected by parent node.
In Screen Viewpoint billboarding, the y-axis is tethered to the camera's up direction and the x-axis always faces the camera. The process is not affected by parent node.
In Y Axial billboarding, only the y-axis rotates and the z-axis is always parallel with the camera lens axis. The process is influenced by the parent node.
In Y Axial Viewpoint billboarding, only the y-axis rotates and the z-axis always faces the camera. The process is influenced by the parent node.
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