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historically billboards matrix just copy the camera view matrix, and replace the last row with their own world position. the scale can be world-fixed if you want trees or hard stuff. But it can also be screen-fixed for halo effects, in which case you need to scale using the euclidian distance. this can be done in the vertex shader rather than on CPU as an ...


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ID3DXSprite is an object designed to help manage drawing sprites efficiently. There is no reason to have more than one ID3DXSprite object. If you need different options for different sprites then use multiple Begin/End groups. The reason you shouldn't have more than one is because of how ID3DXSprite interacts with the device. Begin: Prepares a device for ...


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Blender is a good start. To get "isometric" view you just need to configure the camera to orthographic projection and place it at the correct angle above and to the side of your model. Then you need to animate the model as required. Here you need to ensure that the number of animation frames equals the desired sprite sheet. Then you "film" the animation ...


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To get the rotated sprites coordinate simply call the getVertices() method. For example: sprite.getVertices()[SpriteBatch.X2] Gets you the X coordinates of the top left corner. The same call but replacing X<number> with Y<number> gets you the Y coordinate. The corner numbers go like this: 2-3 | | 1-4



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