Okay, as Jcl said( http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=261620#Post261620 ), i'm trying to

Quote:

You can solve this problem already in world coordinates, in the particle function:

- get the distance vector from the camera to the particle
- rotate this vector by the same euler angle you added to the camera angle.
- get the distance vector from the rotated vector to the original vector
- add this new distance vector to the particle position.

This should keep your particles in front of the camera regardless of the rotation.


i tried
Code:
	var tVec[3];
	var tVec2[3];
	vec_diff(tVec,p.x,camera.x);
	vec_rotate(tVec,camera.pan);
	
	vec_diff(tVec2,p.x,tVec);
	vec_add(p.x,tVec2);


but looking like i missed something ((
PS: I based on the particle flame http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=220514#Post220514


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