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74 3D:   Objects, groups, and paths
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77 3D:   Animating 3D objects
78 3D:   Animating the 3D camera
79 3D:   Cuts, caps, and section measurements
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81 3D:   Cuts, sections, and numerical volume
82 3D:   Vectors
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87 3D:   Materials and lights
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90 3D:   Finite-light animation
91 3D:   Software finite-light evaluation
92 3D:   Colour space and final output
93 3D:   Relations and geometric annotations
94 3D:   Projected labels
95 3D:   Textured billboards
96 3D:   Spatial curves and vector diagrams
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98 3D:   Anchors and projected labels
99 3D:   Parametric surfaces and calculus
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104 3D:   Triangle topology
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107 3D:   Polyhedral duals
108 3D:   Schlegel diagrams and polyhedral nets
109 3D:   Conservative mesh correspondence
110 3D:   Topology-safe mesh matching
111 3D:   Checking and repairing mesh orientation
112 3D:   Clipping, sections, and transparency
113 3D:   Prepared spatial ODE trajectories and vector fields
114 3D:   Seeds and streamline sets
115 3D:   Poincare sections and return maps
116 3D:   Equilibria and local linearization
117 3D:   Flow maps and volume change
118 3D:   Drawing and inspecting trajectories
119 3D:   Reading prepared trajectories
120 3D:   Drawing vector fields and particles
121 3D:   Trajectory display
122 3D:   Spatial inspection and exact picking
123 3D:   Retained renderer backends
124 3D:   Compiled geometry and instances
125 3D:   Frame requests and results
126 3D:   Software rendering and statistics
127 3D:   Optional Racket/  Open  GL backend
128 Experimental Derived Visuals
129 Source Package Hygiene
On this page:
billboard-image3d
billboard-image3d?
billboard-style3d
billboard3d
9.3

95 3D: Textured billboards🔗ℹ

3D reference map · First 3D picture

billboard3d is the depth-tested spatial counterpart to a projected label. It is appropriate for a sprite, image annotation, or marker that must exist in the 3D viewport rather than above it. A billboard image is immutable straight-ARGB data, so it can be sampled by a render worker and uploaded by an OpenGL renderer without retaining a GUI bitmap% or a renderer-local texture in the Scene.

procedure

(billboard-image3d width height argb) → billboard-image3d?

  width : exact-positive-integer?
  height : exact-positive-integer?
  argb : bytes?
Creates an immutable source image. argb contains exactly four bytes per pixel in top-to-bottom straight ARGB order. The constructor copies the bytes.

procedure

(billboard-image3d? value) → boolean?

  value : any/c
Recognizes a billboard image source.

procedure

(billboard-style3d [#:width width 
  #:height height 
  #:size-mode size-mode 
  #:facing facing 
  #:axis axis 
  #:opacity opacity 
  #:depth-mode depth-mode 
  #:depth-bias depth-bias]) 
 → billboard-style3d?
  width : positive? = 32
  height : (or/c #f positive?) = #f
  size-mode : (or/c 'screen 'world) = 'screen
  facing : (or/c 'camera 'axis) = 'camera
  axis : vec3? = y-axis3
  opacity : (real-in 0 1) = 1
  depth-mode : (or/c 'test 'always 'hidden) = 'test
  depth-bias : nonnegative-real? = 1e-5
Creates an immutable billboard policy. In 'screen mode, width and height are output pixels; in 'world mode they are physical plane dimensions. An omitted height preserves image aspect ratio. 'camera uses camera image-plane axes; 'axis keeps axis upright and rotates around it toward the camera. Axis-facing therefore requires world sizing. Depth modes have the same meaning as stroke3d: 'test is normally occluded, 'always is an overlay, and 'hidden paints only behind opaque geometry.

procedure

(billboard3d image    
  position    
  #:id id    
  [#:style style    
  #:transform transform    
  #:opacity opacity]) → spatial-visual?
  image : billboard-image3d?
  position : vec3?
  id : symbol?
  style : billboard-style3d? = (billboard-style3d)
  transform : transform3? = identity-transform3
  opacity : (real-in 0 1) = 1
Creates one immutable spatial billboard. Its child path is stable, its camera-dependent plane is resolved only during frame preparation, and transparent texels do not write scene depth.

The software renderer and the explicit Racket/OpenGL renderer consume the same prepared corners, depth policy, and ARGB source. The executable probe is "examples/3d/textured-billboards.rkt".

Billboard limitations: source images use nearest sampling; a billboard whose world quad crosses the frustum boundary is conservatively omitted rather than clipped; partial alpha does not write depth; and billboards do not yet participate in exact spatial picking or cast/receive shadows. Use projected-label for source-mapped formulas and crisp vector text.