Nice to see I made a contribution in some respects.
Let me guess though:
Create a camera,
Create a mesh, parent it to the camera,
For each quad, you create a pivot in global space and refference them to each other in some fashion.
In each update, you check the global position of the pivot, then tform that point to the camera mesh, and move the quad (translate) to that location (locally)?
Sound about right?
Super fast with no need for any messy rotation code!
Let me guess though:
Create a camera,
Create a mesh, parent it to the camera,
For each quad, you create a pivot in global space and refference them to each other in some fashion.
In each update, you check the global position of the pivot, then tform that point to the camera mesh, and move the quad (translate) to that location (locally)?
Sound about right?
Super fast with no need for any messy rotation code!