Two short questions :
-do I have to implement my own matrix math to rotate normals or is there a way to do it with opengl ?
- I run a small demo that’s supposed to use multitexturing, it detects it fine but then all I see is white polys. I’m using a riva TNT and haven’t tried to implement multitex yet so I don’t know if it comes from the demo or the card. Rings a bell to anyone ?
Thanks a lot for help (especially on rotating normals…)