Drawing billboards using geometry shaders
Simplifying geometry drawn in a distance is a common technique for lowering the processing power needed to render the whole scene. The simplest geometry that can be drawn is a flat quad (or a triangle) with an image depicting the look of an object. For the effect to be convincing, the quad must always be facing camera:

Flat objects that are always facing camera are called billboards. They are used not only for distant objects as the lowest level of detail of a geometry, but also for particle effects.
One straightforward technique for drawing billboards is to use geometry shaders.
How to do it...
- Create a logical device with the
geometryShader
feature enabled (refer to the Getting features and properties of a physical device and Creating a logical device recipes from Chapter 1, Instance and Devices). - Prepare positions for all billboards with one vertex per single billboard. Store them in a vertex buffer (refer to the Creating a buffer recipe from Chapter...