Let me explain. I have a long, short rectangular floor texture. I'm rendering it as a texture on a 2 triangle (to make a square or rectangle) set of primitives, that is normally the same size as the texture, and the upper left corner is mapped to 0,0 of the texture, and the lower right corner to 1,1, etc.
What I want to happen is when the screen scrolls to the left or right, the top line scrolls slower than the bottom line, and the lines in between scroll an appropriate amount somewhere in between.
One way I could do this would be to draw one rectangle for each pixel in the texture's height, so that each can have a different x position.
However that seems really inefficient. I've tried drawing my rectangle more like a parallelogram. But that resulted in scaling the texture instead.
I also tried changing the z, but for some reason that didn't work the way I expected. It seemed to just not draw either the top or bottom of the rectangle, instead of drawing it at a perspective.
Maybe that is because I'm using Matrix.CreateOrthographicOffCenter() to create my projection matrix, instead of CreatePerspectiveFieldOfView. I don't understand the difference though, could someone explain it or point me somewhere
Thanks.