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!
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!