hi
maybe the difference is that you need to take into account that the default camera is some distance away already and its not set to 1. If the default distance was 2 units then another z unit would need 0.667 shrink to simulate.

regards

Mark


Quoting George Toledo <[email protected]>:

Last night, I pushed a sprite back in z one unit and a sprite that wasn't
pushed back was something like. 637 to be the same size when at z equals 0.

On Sep 9, 2010 1:05 PM, "Dr Mark William Wright" <[email protected]>
wrote:
hi
isnt it just 1/n?
1 unit away same size
2 units away 1/2 size
3 units away 1/3 size
4 units away 1/4 size etc

regards

Mark


Quoting George Toledo <[email protected]>:

What kind of equation would be needed to utilize Z coordinates in QC in a
way that doesn't change Z translation, but could be used to reduce X/Y
scale
in a way that makes the object appear to be equivalent size that they
would
be if translated in Z? In addition, is it possible to emulate the
apparent
reduction/exaggeration of horizontal or vertical movement of a sprite as
it
is moved in z by performing math on x/y translations on an object where z
isn't at 0?

Forgetting the x/y translate, it would be nice to know the equation to
make
a sprite the same size it is at z=-1, z=-2, z=-3 and so on, by
manipulating
x/y scale for instances when one wants everything to work in only 2
dimensions. The relation isn't linear, and I'm not sure how to back into
it.

If this has been covered, forgive me.

-George Toledo




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Dr Mark William Wright    Do contact me by mobile rather than phone
School of Informatics     PHONE: Mobile: (+44)07708497570
                          WEBSITE: http://edinburgh.academia.edu/MarkWright
School of Informatics     TWITTER: http://twitter.com/dr_mark_wright
Informatics Forum
10 Crichton Street
Edinburgh
EH8 9AB
----------------------------------------------------------

--
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Scotland, with registration number SC005336.


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