The obvious solution would be to first calculate M for invert rotation of modelview matrix, then for each sprite do:
glPushMatrix
glTranslatef
glMultMatrix(M)
Render
glPopMatrix
I would imagine it to be equally fast.
The obvious solution would be to first calculate M for invert rotation of modelview matrix, then for each sprite do:
glPushMatrix
glTranslatef
glMultMatrix(M)
Render
glPopMatrix
I would imagine it to be equally fast.
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