Actually, by displaying 2 points, it could be counted back to make it work if I use 1 proportionality multiplier. However, if the proportionality factor changes, if there are elements in the formula for calculating the 3D point that do not work as easily as "FLatX = X / Z", I can easily run into chaos.
I want to make a simple 3d editor where I have the ability to place, stretch, and rotate rectangles in space and put textures on it. (I want a horror-fps game. Squeaking door, crying baby, scary castle, ghosts :)
The games so far have been made so I started something and added what I figured out on the fly. It was never an end in itself. It just became something. Unfortunately, if you don’t have a plan in the beginning, things can happen that need to fundamentally change something. So if the system isn’t good for the idea in the first place, it’s a lot of time and brainstorming.
I would like to start building a large castle first, but drawing it in a projection diagram in a booklet would be my brain.
If I can't find a solution to this, I'll calculate the 3d value myself and use _MAPTRIANGLE 2d. The only inconvenience is that the textures have to be displayed in order.
Funny because when I first came across qb64 and saw the _maptriangle statement, I was so happy to be able to drag an image onto the screen at good speed. I didn't know anything about qb64, only what I knew about qb 7.1. I was glad that my old desire, which I could not realize during the dos, would now be my chance. with _maptriangle 2d. I was inattentive because I immediately jumped in to make "Philip and the Resistants." And that required the "FlatX = X / Z" thing in the program and the sorting, which significantly reduced the maximum number of textures because a lot had to be counted. And then I came happily to show it here (I signed up then) and slapped a huge one on my forehead because I didn’t understand when someone asked me here on the forum, I don’t even remember ... “why did you use _maptriangle 2d”? :) I didn't know that _maptriangle can work directly in 3d :)
So the solution will be to turn back to that solution.
Thank you for your answers !