It should. And you know you can do it :-)

 Pablo

Amir Taaki escribió:
> That's pretty annoying then! So everytime I want to create one of
> these billboard objects in code I have to create the geometry. I think
> cs should change to allow creating the geometry in the factory... :)
>
> On Wed, Aug 13, 2008 at 8:51 PM, Pablo Martin <[EMAIL PROTECTED]
> <mailto:[EMAIL PROTECTED]>> wrote:
>
>     I think you cant do it in the factory, just in the object (as b2cs
>     does), but i might be wrong.
>
>      Pablo
>
>
>     Amir Taaki escribió:
>     > Looking through documentation I can't see how describing geometry in
>     > factory files is done. Here's what I have,
>     >
>     >   <library>
>     >     <textures>
>     >       <texture name="laser_blue">
>     >         <file>textures/props_pickups_apricot</file>
>     >       </texture>
>     >     </textures>
>     >     <materials>
>     >       <material
>     name="laser_blue"><texture>laser_blue</texture></material>
>     >     </materials>
>     >     <meshfact name="bluelaser">
>     >       <plugin>crystalspace.mesh.loader.factory.sprite.2d</plugin>
>     >       <params>
>     >         <material>laser_blue</material>
>     >         <v x="-1" y="0.5" />
>     >         <v x="1" y="0.5" />
>     >         <v x="1" y="-0.5" />
>     >         <v x="-1" y="-0.5" />
>     >         <uv u="0" v="0" />
>     >         <uv u="1" v="0" />
>     >         <uv u="1" v="1" />
>     >         <uv u="0" v="1" />
>     >         <lighting>no</lighting>
>     >         <color red="1" green="1" blue="1" />
>     >         <color red="1" green="1" blue="1" />
>     >         <color red="1" green="1" blue="1" />
>     >         <color red="1" green="1" blue="1" />
>     >       </params>
>     >       <ztest />
>     >       <priority>transp</priority>
>     >       <nohitbeam/>
>     >     </meshfact>
>     >   </library>
>     >
>     > It errors with Unexpected token 'v'!
>     >
>     > What's the correct way to make this camera facing billboard? Thanks
>     >
>     >
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