Okay thanks for the reply. That settled, I'm still wondering why then surfaces seem to be split into several polygons on shaded surfaces (just set d3d_lines = 1 to see what I mean) by the compiling process. Why is this necessary? Textures can also tile without this feature, whatever, something ...
Can't they?


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?