Originally Posted By: Reconnoiter
funny enough I just saw your thread, but thanks anyway its usefull. Still know how to the above? I also about maybe using a shader but that would distort graphics in my other normal/camera view.
I missunderstood you at the first place, but try the following (I can't garantee that it will work perfect, but it works for me):
Code:
void main(){
	fps_max = 60;
	level_load("");
	
	vec_set(sky_color, COLOR_BLACK);
	
	var distToCamera[3];
	
	ENTITY* testEnt = ent_create(CUBE_MDL, vector(200, 0, 0), NULL);
	set(testEnt, UNLIT);
	testEnt.ambient = 100;
	
	ENTITY* testEnt2 = ent_create(CUBE_MDL, vector(1000, -250, 0), NULL);
	set(testEnt2, UNLIT);
	testEnt2.ambient = 100;

	ENTITY* testEnt3 = ent_create(CUBE_MDL, vector(1000, 250, 0), NULL);
	set(testEnt3, UNLIT);
	testEnt3.ambient = 100;

	while(1){
		
		testEnt.skill1 += 5 * time_step;
		vec_fill(testEnt.pan, testEnt.skill1);		
		vec_fill(testEnt2.pan, testEnt.skill1);
		vec_fill(testEnt3.pan, testEnt.skill1);
		
		distToCamera[0] = vec_dist(camera.x, testEnt.x) / 200;
		vec_fill(testEnt.scale_x, maxv(1, 1 * distToCamera[0]));

		distToCamera[1] = vec_dist(camera.x, testEnt2.x) / 200;
		vec_fill(testEnt2.scale_x, maxv(1, 1 * distToCamera[1]));
		
		distToCamera[2] = vec_dist(camera.x, testEnt3.x) / 200;
		vec_fill(testEnt3.scale_x, maxv(1, 1 * distToCamera[2]));

		wait(1);
	}

}



Best regards

Edit: btw, if I understood you correctly, it has nothing to do with VIEW at all (especially with ISOMETRIC projection). In the code above, I guess it needs better (more accurate) size correction, cause the one I've made is just for you to give an idea. Play with '200' value at the end of each 'distToCamera'.


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