Luckily, Delvers source code is publicly available to review so you can see how Delver did it. I believe they did use Decals, possibly extending more functionality to them. Decal is definitely what you are looking for.
Here are a few samples from the Decals wiki on LibGDX
Instantiate:
Decal decal = Decal.newDecal(textureRegion, true);
Look at Camera (so its always facing it)
decal.lookAt(camera.position, camera.up);
DecalBatch is used to render the decal.
Check out the LibGDX wiki on Decals for a full breakdown.
Full example from LibGDX tests:
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.FPSLogger;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.PerspectiveCamera;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.g3d.decals.CameraGroupStrategy;
import com.badlogic.gdx.graphics.g3d.decals.Decal;
import com.badlogic.gdx.graphics.g3d.decals.DecalBatch;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.tests.utils.GdxTest;
import com.badlogic.gdx.tests.utils.PerspectiveCamController;
import com.badlogic.gdx.utils.Array;
public class SimpleDecalTest extends GdxTest {
private static final int NUM_DECALS = 3;
DecalBatch batch;
Array<Decal> decals = new Array<Decal>();
PerspectiveCamera camera;
PerspectiveCamController controller;
FPSLogger logger = new FPSLogger();
public void create () {
float width = Gdx.graphics.getWidth();
float height = Gdx.graphics.getHeight();
camera = new PerspectiveCamera(45, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
camera.near = 1;
camera.far = 300;
camera.position.set(0, 0, 5);
controller = new PerspectiveCamController(camera);
Gdx.input.setInputProcessor(controller);
batch = new DecalBatch(new CameraGroupStrategy(camera));
TextureRegion[] textures = {new TextureRegion(new Texture(Gdx.files.internal("data/egg.png"))),
new TextureRegion(new Texture(Gdx.files.internal("data/wheel.png"))),
new TextureRegion(new Texture(Gdx.files.internal("data/badlogic.jpg")))};
Decal decal = Decal.newDecal(1, 1, textures[1]);
decal.setPosition(0, 0, 0);
decals.add(decal);
decal = Decal.newDecal(1, 1, textures[0], true);
decal.setPosition(0.5f, 0.5f, 1);
decals.add(decal);
decal = Decal.newDecal(1, 1, textures[0], true);
decal.setPosition(1, 1, -1);
decals.add(decal);
decal = Decal.newDecal(1, 1, textures[2]);
decal.setPosition(1.5f, 1.5f, -2);
decals.add(decal);
decal = Decal.newDecal(1, 1, textures[1]);
decal.setPosition(2, 2, -1.5f);
decals.add(decal);
}
Vector3 dir = new Vector3();
private boolean billboard = true;
public void render () {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
Gdx.gl.glEnable(GL20.GL_DEPTH_TEST);
camera.update();
for (int i = 0; i < decals.size; i++) {
Decal decal = decals.get(i);
if (billboard) {
// billboarding for ortho cam :)
// dir.set(-camera.direction.x, -camera.direction.y, -camera.direction.z);
// decal.setRotation(dir, Vector3.Y);
// billboarding for perspective cam
decal.lookAt(camera.position, camera.up);
}
batch.add(decal);
}
batch.flush();
logger.log();
}
@Override
public void dispose () {
batch.dispose();
}
}
Also, Delvers source code if interested: https://github.com/Interrupt/delverengine