问题
I'm working to port a native OpenGL application to WebGL by using the three.js framework. I'm stumbling on the implementation of spherical impostors.
Spherical Impostors are basically quads (or two triangles) that are rendered in a way that they always face the camera (much alike billboards).
By employing custom vertex and fragment shaders, for every point on the rendered quad, a new position and normal are generated in a way that emulates a sphere. For a more detailed description you can check out the following link: [link broken]
What is a possible strategy to port this feature in Three.js?
回答1:
THREE.Sprite
are spherical impostors.
http://threejs.org/examples/#webgl_sprites
Edit: I clearly didn't have a proper understanding of what spherical impostors are. Please, disregard this answer. We haven't implemented those yet.
来源:https://stackoverflow.com/questions/26152053/spherical-impostors-in-three-js