I found a bug in the trimesh particles demo. It is that the particles
are orientated to face the camera, not to be parallel with the hither
and yon. This is very clear (but not its cause) when the camera is near
particles that are near the edges of the screen. It all comes down to
the fact that RB3D is a truncated pyramid, not a portion of a sphere.
The Point at object code is correct, but not what is needed in this
case.
The code to point at the camera should be
// Aim it at the camera...
'PointObjectAt(obj, camPos)
Obj.Orientation.Copy(camQuart)
Obj.Yaw(Pi)
The old code is left there commented out. camPos is replaced by
camQuart, the orientation of the camera.
Craig.
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