Like b2dDrawImageQuad, but each corner carries its own depth (0..1), z-tested per-pixel.
image
Int
x1
Int
y1
Int
z1
Double
x2
Int
y2
Int
z2
Double
x3
Int
y3
Int
z3
Double
x4
Int
y4
Int
z4
Double
Local d:Double = (FAR * (vz - NEAR)) / (vz * (FAR - NEAR)) ; per corner
b2dDrawImageQuadDepth(crate, sx0,sy0,d0, sx1,sy1,d1, sx2,sy2,d2, sx3,sy3,d3)