pers=_root.d/z;\r\rhmm, looks like something’s missing. come to think of it, i think i changed mine from when i lifted it, mine reads:\r\rpers = (z+_root.d)/_root.d;\r\rthat makes more sense. ; )\r\r_root.d is a constant that defines how much perspective there is. it’s usually a moderately large number, it needs to be a fair amount bigger than z. the larger _root.d is, the less the perspective effect, it’s an inverse thing.\r\rsee how as z gets larger, pers gets larger, and vice versa? but not by too much. say _root.d=600 and the z for a given vertices is 30. that leaves you with 630/600, which is 1.05.\r\r_x=persx;\r_y=pers-y;\r\ri’m not sure why the negative on y. i’ve made them both positive in my code.\r\rimagine you’ve two points are 10m apart. if you were close to them they’d appear very far apart, you’d have to turn your head to see one then the other. now imagine them from 100m away, well now they seem really close together. by multiplying the x,y values by the pers (which was derived from the z) we make points that are further away appear closer together, and vice-versa.\r\ri’m not sure what the difference is between going through the screen and out of the screen(?). but i think you’ve got it right. big z = close to you, small z = far away.