James Clark wrote: > Linear algebra. > http://www.anth.org.uk/NCT/images/Plancoor.gif
Well, traditionally X is the horizontal axis, Y is the vertical axis, and Z the depth. Look at the Z-buffer in graphics -- it describes the coordinate of an object perpendicular to the user's screen (i.e., which objects can be viewed and which are "hidden" behind something else). No idea if Valve follows this tradition. jupe _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlds_linux

