by biospud » Sat Apr 30, 2016 5:35 pm
Game sprites look much better in virtual reality when they are oriented toward the camera, rather than just being oriented perpendicular to the player view direction.
This way, when the player stops and looks around in different directions, the sprites remain mostly stationary, rather than spinning around crazily. So I added a new CVAR in GZ3Doom, "gl_billboard_faces_camera", to provide an option for this mode of sprite orientation.
And gzdoom could have the same option too, if you choose to acquire this pull request:
https://github.com/coelckers/gzdoom/pull/50
Sprites oriented toward camera, with gl_billboard_faces_camera = true:
[spoiler][img]http://i.imgur.com/bj3GM5J.png?1[/img][/spoiler]
Traditional mode with sprites oriented perpendicular to view direction:
[spoiler][img]http://i.imgur.com/zK2zpJ6.png?1[/img][/spoiler]