mesh transform problem

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Hi lads,

Given two 3D coordinates in world space, how can we stretch a quad between them retaining thickness and yet rotate the points of the quad in such a way that it doesn't backface at any time, nor lose it's retangular form.

I am deforming the verts of a single surface quad to stretch between two pivots. A bit like a lightsaber effect. It has to be done by mesh vert manipulation.

As you know, it has to avoid backface culling. EntityFx 16 is just a waste we can avoid here.

I believe TformVector or point can help me achieve this goal. Any help/tips you can give will be appreciated lads!