Draws a quad where each corner has its own depth (0..1), interpolated per-pixel.
x1
Int
y1
Int
z1
Double
x2
Int
y2
Int
z2
Double
x3
Int
y3
Int
z3
Double
x4
Int
y4
Int
z4
Double
fill
Int
; each projected corner gets its own perspective-correct depth
Local d1:Double = (FAR * (vz1 - NEAR)) / (vz1 * (FAR - NEAR))
Local d2:Double = (FAR * (vz2 - NEAR)) / (vz2 * (FAR - NEAR))
Local d3:Double = (FAR * (vz3 - NEAR)) / (vz3 * (FAR - NEAR))
Local d4:Double = (FAR * (vz4 - NEAR)) / (vz4 * (FAR - NEAR))
b2dSetColor(200, 180, 60)
b2dDrawQuadDepth(sx1,sy1,d1, sx2,sy2,d2, sx3,sy3,d3, sx4,sy4,d4, 1)