11-02-2025, 10:54 AM
Simply put, _MapTriangle works this way because it’s based on OpenGL. In OpenGL, after setting up the scene, materials, lighting, and perspective, you load individual vertices into memory using _GlVertex3D, which takes X, Y, and Z coordinates. Once the vertices are defined in the correct order, you apply the texture, then call _GlFlush (similar to _Display), which renders the entire model.
So before rendering, the memory is filled with all the vertex data, and only then the model is drawn. If you want to see individual triangles, you can call _Display right after _MapTriangle — though that may cause some glitches.
So before rendering, the memory is filled with all the vertex data, and only then the model is drawn. If you want to see individual triangles, you can call _Display right after _MapTriangle — though that may cause some glitches.

