OK, so I think I may have figured this out, I found some code that
someone had modified from away3d for papervision and somone said it
was working over there, so thought I would have a crack at putting it
back into away3D, I think it works and it looks like it is working,
and it looks similar to what used to be in the away3d.projection
method......so if somone could take a look at it, that would be
awesome, will keep trying it out on my end
public function projectVertex(vertex:Number3D,
camera:Camera3D):Number3D
{
var vx:Number = vertex.x;
var vy:Number = vertex.y;
var vz:Number = vertex.z;
var view:Matrix3D = camera.view;
var sz:Number = vx * view.sxz + vy * view.syz + vz * view.szz
+
view.tz;
if (isNaN(sz)) return null;
if (sz*2 <= -camera.focus) return null;
var persp:Number = camera.zoom / (1 + sz / camera.focus);
var projected:Number3D = new Number3D();
projected.z = sz;
projected.x = (vx * view.sxx + vy * view.syx + vz * view.szx
+ view.tx) * persp;
projected.y = (vx * view.sxy + vy * view.syy + vz * view.szy
+ view.ty) * persp;
return projected;
}