beforer drawing the polygons, diagonals for each quad are also drawn if the quad is near the edge of the screen. Why does this happen and how can I fix it?
I’ve seen ‘near clip’ problems on SiS
grafix chips.
I’ve also seen it on other boards but
it was usually solved by not using the
glShadeModel(GL_SMOOTH).
NeHe’s base code was usually the same
from the 2d lesson thru the 3d textured
lessons. Do you mean your base code is
from lesson 1 or from another lesson?