The problem here -- put it into 3D lingo -- is that you're looking at the
two rectangles with two different cameras.
For any element, the PlaneProjection is calculated as if you're looking
straight at the center of the element. Probably the best way to see this is
to remove the CenterOfRotationX settings (which means Y rotation is at the
center of the element) and then animate the RotationY properties in unison.
You'll see that the two elements are rotating around independent axes
(relative to the viewer), and yet they both disappear at 90 and 180 degrees.
That's impossible in the real world.
When you set the CenterOfRotationX to 0, you still looking at the wide
rectangle from a perspective of 350 pixels from the left of that rectangle,
but you're looking at the narrower rectangle from a perspective of 100
pixels from the left of that rectangle. Those two centers are not
horizontally aligned, so you're not looking at the two rectangles from the
same vantage point. That's why they seem to be rotated in different angles.
A problem like this is what's alluded to by the common saying "A little 3D
is a dangerous thing."
Charles
--------------------------------------------------
From: "Colin Eberhardt" <
colin.e...@gmail.com>
Sent: Monday, May 10, 2010 4:01 PM
To: "WPF Disciples" <
wpf-di...@googlegroups.com>
Subject: [WPF Disciples] PlaneProjection ... am I just being obtuse?