When we use a plain object, it is easy, as we don't need to worry about the third axe.
ink rgb(100,100,100),0
box 0,0,10,10
box 10,10,20,20
get image 1,0,0,20,20,1
autocam off
sync on
make object plain 1,30,30
texture object 1,1:scale object texture 1,2,2
make mesh from object 1,1
position camera -70,70,-120
point camera 0,0,0
do
change mesh 1,0,1 `keep overflowing
scale object texture 1,object size x(1,1)/30,object size y(1,1)/30
if upkey() then sc#=sc#+0.1
if downkey() then sc#=sc#-0.1
if leftkey() then sc2#=sc2#+0.1
if rightkey() then sc2#=sc2#-0.1
scale object 1,100+sc#,100+sc2#,0
set cursor 0,0
print "Press upkey/downkey/lefkey/rightkey"
sync
loop
@WickedX Could you apply your method to this code adding a box or cube instead of a plain ?
Edit
I'm trying to use Wickedx's method but not luck . Press a/s to see.
ink rgb(100,100,100),0
box 0,0,10,10
box 10,10,20,20
get image 1,0,0,20,20,1
autocam off
sync on
make object cube 1,30
texture object 1,1:scale object texture 1,2,2
make mesh from object 1,1
position camera -70,70,-120
point camera 0,0,0
obj=1
do
change mesh 1,0,1 `keep overflowing
rem scale object texture 1,object size x(1,1)/30,object size y(1,1)/30
scale object texture obj, 0, object size x(obj, 1) / object size x(obj, 2), object size y(obj, 1) / object size y(obj, 2)
scale object texture obj, 1, object size x(obj, 1) / object size x(obj, 2), object size y(obj, 1) / object size y(obj, 2)
scale object texture obj, 2, object size x(obj, 1) / object size x(obj, 2), object size y(obj, 1) / object size y(obj, 2)
scale object texture obj, 3, object size x(obj, 1) / object size x(obj, 2), object size y(obj, 1) / object size y(obj, 2)
if upkey() then sc#=sc#+0.1
if downkey() then sc#=sc#-0.1
scale object 1,100+sc#,100+sc#,100+sc#+up#
if inkey$()="a" then up#=up#+0.1
if inkey$()="s" then up#=up#-0.1
set cursor 0,0
print "Press upkey/downkey "
print "Pres a / s "
sync
loop
I'm not a grumpy grandpa
