The above is the effect after scaling.
The height distance of the group node seems to be scaled by 4 times, which causes the sphere to fail to follow the plane closely.
I don’t know if it’s due to billboardMode
Of course. Billboard add an extra transformation during the compute world matrix process. the default billboard uses the camera’s view matrix, inverses it, and resets the rotation to be applied to the compute matrix according to the billboard mode you chose. But it resets the position of the matrix and only applies rotation.
When you use the billboard_use_position flag, the position is also being applied (or, well, not being reset) when calculating the matrix that will be multiplied into the world matrix of the mesh. You can see the code differences here if you are interested:
7&128 = 0;
The final result is BILLBOARDMODE_ NONE;
Look at my example. The result I want is that the camera icon is always facing the camera.
So the result of your code example just now is wrong.
The case is linked as follows: https://playground.babylonjs.com/#S55F1P#2
Sure, i’ll be able to go over it and see what’s up later. It is definitely the billboard mode, that is being assigned to the parent transformation node. pass it to the sphere itself and it works:
The reason why I want to do BILLBOARDMODE at the parent level_ ALL, to deal with the offset of children. The icon is always on the right at a fixed distance, which is what I want. This is why I want to set BILLBOARDMODE at the parent level_ Reason for ALL. Then, problems will arise