unfortunately I tried that - the roll is always zero, on the camera and the quad. . . quads that are on the plane defined by the x-z component of the cameras direction and the y-axis appear on screen with the correct orientation. But whenever they are elsewhere, there is some rotation due to perpective (not really roll).
I want to eliminate this rotation if I can, by giving the quad a counteractive roll. . .
I want to eliminate this rotation if I can, by giving the quad a counteractive roll. . .