billboard does a transformation to a geometry, so it always faces the camera.
mm… this might be a silly question, but is there something like a billboard for a texture?
wouldn´t it be nice, to have an object with an arbitrary surface in the world, and the texture always faces the camera?
in cinema4d there is this thing called frontal mapping.
@anthokio: which shader technique are you referring to? i cannot find any shader techniques descibed there.
@dEp: sprite doesn´t handle the geometry though… the idea would be to texture a mesh, and in specific perspective (ViewTransform or ProjectionTransform) the texture would look undistorted. imagine a textured pyramide, and you look at it from above. the idea is that you see your undistorted texture.
it seems to be quite a mathematical thing. or maybee it will come down to homography…