OK I have worked out how to divide up the space into triangles to
create perspective:

http://www.rjprime.co.uk/perspective.html

However now I cannot for the life of me get the right matrix to use in
the beginBitmapFill function to correctly map a texture. Can anyone
help me with being able to map a specific triangle from a bitmap to a
specific triangle area on screen. I have calculated the points for
both.

Thanks
Jake

On 20/07/07, Jake Prime <[EMAIL PROTECTED]> wrote:
Hi

Returning to this now as it seems simple distortion is not
satisfactory and I do need to have real perspective. I have played a
bit with Papervision and it's not too hard to render text with
perspective. However the designs that I am working to require quite
precise placement and orientation of the text. Using the distort class
I could simply specify the 4 points of the plane in 2D space on the
stage and render the text like that, but this is not the way
Papervision works.

My question is, is it possible to render a plane in true perspective
just by specifying the 4 points in 2D on the stage? In Zeh's diagram
(http://hosted.zeh.com.br/misc/perspective.png) he shows that you
can't split the line 50-50 to get the 3D halfway point, is there a way
of working out what the proportion would be? If so I want to ammend
the distortImage class to take this into account.

jake

On 03/07/07, Jake Prime <[EMAIL PROTECTED]> wrote:
> Hi JC
>
> Yes as Zeh has illustrated the Sandy distortImage class distorts, and does
> not create perspective. For my purposes this is fine as the perspective is
> not too pronounced (certainly not disappearing off into the horizon).
>
> Jake.
>
>
> On 03/07/07, Zeh Fernando <[EMAIL PROTECTED]> wrote:
> > > Thanks for the replies, I found the Sandy distortImage class to be
> > > the easiest to implement.
> > >
> > >
> 
http://sandy.media-box.net/blog/distortimage-20-the-fastest-way-to-freely-distort-image-with-flash-in-actionscript.html
> >
> > Yes, but again - be careful. Skewing/distortion is not perspective. If
> > you do that with text you won't get the same result as a star-wars-like
> > text, as the glyphs that are farther from the viewer won't be vertically
> > scaled as they should.
> >
> > To explain it visually,
> >
> > http://hosted.zeh.com.br/misc/perspective.png
> >
> >
> >
> > Zeh
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