 						_cameraDepth / _playerZ,
 						_widthHalf,
 						(_heightHalf - (_cameraDepth / _playerZ * interpolate(playerSegment.point1.camera.y, playerSegment.point2.camera.y, playerPercent) * _heightHalf)) + jitter,
-						-0.5,
+						_playerOffsetX,
 						_playerOffsetY,
 						_racetrack.player.pixelOffsetY);
 				}

		private var _playerY:int;				// player x offset from center of road (-1 to 1 to stay independent of roadWidth)
		private var _playerZ:Number;			// player relative z distance from camera (computed)
		
		private var _playerOffsetY:Number;
		private var _playerJumpHeight:Number;
		private var _playerWidth:Number;

		{
			stop();
			
			_playerOffsetX = -0.5;
			_playerOffsetY = -1.0;
			
			_resolution = 1.6; // _bufferHeight / _bufferHeight;
