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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