I’m trying out a particle system example that came out with RenderMonkey and it uses a “view inverse matrix” to billboard the quads for the particle effect.
I can see all the values from within RenderMonkey, but I can’t work out how they calculate the “view inverse matrix”, it’s not the inverse of the view matrix or the inverse of the view projection.
Here is what I know, the names are the "variable semantics":
ViewPosition:
25.044189 105.753433 240.177200 1.0
ViewProjection:
1.663676 0.483806 -.351623 -8.377671
-.790789 2.134270 -.804967 -12.567072
-.084668 -.379295 -.922480 262.789917
-.084583 -.378916 -.921558 263.527130
View:
1 0 0 0
0 1 0 0
0 0 1 -200
0 0 0 1
ViewTranspose:
.913838 .148949 -.377775 0
-.257723 .931662 -.256095 0
.313814 .331391 .889776 0
-.000004 -.000081 -200 1
ViewInverse: <-This is what I want to calculate
.941038 -.327556 .084583 25.044195
.273659 .884044 .378917 105.753433
-.198891 -.333427 .921557 240.177200
0 0 0 1
Edit, I think there's a bug in RenderMonkey, because the Viewmatrix never updates when I move, unless I activate another effect and go back to original.
From this article: http://swiftcoder.wordpress.com/2008/11/25/constructing-a-billboard-matrix/
I believe that it is:
V.a V.e V.i x
V.b V.f V.j y
V.c V.g V.k z
0 0 0 1
Where V represents the inverse of just the rotation part of the View matrix and x,y,z represent the View position. But I can't confirm until I try it, because of render monkey bug.