> As to Derek's suggestion of OPEN GL, I hope that people do not forget > QuickDraw 3D, which is a much better API in my opinion, for the higher > level things. Very soon I will have a demo, if someone doesn't beat me to > it, of Lambert (flat) , Gouraud , and Phong shading. Not in QD3D, just in > FB 3. > Heh... I don't want to start a feud over the best 3D API now, but I would recommend OpenGL any day. Together with Derek, I've done some serious 3D stuff in OpenGL with FB^3, and even though the current release of FB cannot handle half of the toolbox calls assosiated with OpenGL we've managed to do quite a lot with various assembler workarounds. Here are some good reasons to use OpenGL: * It's got extensions for everything, and is still growing (Nurbs, multitexture mapping, you name it) * It's fiendishly fast, and is hardware accelerated with most new systems. * It will be built in to the core of MacOS X, so it's future is good. * It's really easy... well, quite easy. Also, though QuickDraw 3D might have been good, Apple has pulled the plug on it as far as I know. /Lars Gafvert