|XNA 4.0 Billboarding 2 Demo
This Windows XNA application builds on the XNA 4.0 Billboarding Demo by introducing an alternative shader based billboarding technique. For further details regarding this technique see GPU Gems 2: Chapter 1 Toward Photorealism in Virtual Botany. Essentially this shader based billboarding technique draw the billboard as an indexed triangle list consisting of 2 separate triangles. The application setup involves creating a vertex buffer and filling it with 4 vertices. Each vertex is positioned at the center of the billboard's quad and stores offsets describing how far in the x and y axis the vertex is from the corners of the billboard's quad. Doing this allows the vertex shader to transform the billboard's vertices in world space to its correct position in the billboard's quad based on the camera's x and y axes. This demo also includes the GridComponent class which is used to render a 3D grid on the world XZ plane.
1. This demo requires shader model 2.0 or higher support.
2. This demo is provided in source form only. No pre built binaries are supplied.
Download source, assets, and XNA Game Studio 4.0 solution files.