Molehill: VertexBuffer3D's vector from copyPixels

Firstly… could we maybe get a thread prefix for molehill / GPU / 3D related threads?

Ok so I am working on my own Molehill 2D painting classes. I took a look at Ely Greenfield’s M2D stuff but I found it a tad overkill for what I am looking for. So I want to do my own. I have been working off of Polygonal’s example. You can check out my code here - http://j.mp/hI3wcj

Assume I want to paint one entity that is a rectangular bitmap image using two triangles (essentially a quad). Basically I am having a hard time understanding how to translate this:

bitmapData.copyPixels( sourceBitmapData, sourceRectangle, destinationPt.. );

to this (assuming I am using a x, y, u, v vector pairing):


vertexBuffer3D.uploadFromVector( Vector.<Number>([ .... ]), 0, 4 );

For when the sourceRectangle = sourceBitmapData.rect I use these vector values and it works as expected:


Vector.<Number>
([
   0, 0, 0, 0,
   1, 0, 1, 0,
   1, 1, 1, 1,
   0, 1, 0, 1 
]);

Specifically if the source rectangle doesn’t contain the same values of the sourceBitmapData.rect. What if I want to paint only a portion of a bitmap onto a quad? Or stretch a portion of the image across a quad.