tile_rect3d - A simple demo that illustrates how to split large textures into 'tiles' that fit into Tmem and still allow proper filtering so that seams are not created. The demo itself is based on a similar demo by Paul Haeberli. A six-sided box is texture mapped with an environment map. The viewpoint is at the center of the 'world' and the user may look anywhere from this position. Use the joystick to control left/right and up/down movement. The 'A' button cycles through several environments. The 'B' button toggles between point sampling and bilinear filtering modes. To print tile information do 'gload -a -p'. This demo creates triangle primitives. To see a demo that creates texture rectangles, see the demo 'tile_rect2d'. Rob rmoore@sgi.com