Quote from: GarageGothic on Sun 02/10/2005 23:13:04That's so that the texture can be stretched in a non-linear way over the sprite. If you imagine being close to a wall and looking down it, the pixels near you are much wider than the pixels further away. The scale of the pixels depends on this z value.
What exactly does the z coodinate in your second example do?
QuoteI think there's a "perspective" distort in Photoshop, which (I'm guessing) estimates the z values. If you have a rectangular sprite and you just make the right hand side shorter then you can guess good values for z. It's much harder if the four corners are arbitrarily moved - as far as I know there's not necessarily an exact solution.
When I asked, I imagined something like the Distort function in photoshop, where you simple move the coordinates for the corners of a previously rectangular sprite. But perhaps there are more factors than these needed for correct perspective transformation?