One way to perform a perspective correct texture map is via an actual calculation of the z-value at every pixel of the triangle to be rendered. That made me wonder if someone has implemented a simultaneous texture mapping and z-buffer in Flash using Alchemy.

We are currently working on a platform game that will feature an occasional gravity flip. In some levels the effect will be accompanied by flipping the entire screen but in others it may be too distracting. For those levels we have to come up with other ways to convey that the gravity switched direction.