Tom, thanks very much. I really appreciate your help here. Everything worked flawlessly. I was able to construct a calibration box, split it up and map it all with separate textures. However - only in Direct3D.
In OpenGL, which I'd rather be using because it looks much better in comparison, won't co operate.
I wish I could create in OpenGL as it just looks so much better. Everything is smooth and detailed. Not a jagged line anywhere. Zooming in and out looks great. But, textures don't display, and now there is residual junk left in the viewport when I zoom in and out, or open a sub panel. The debris stays on top of everything else, even outside of the program on the desktop - and the only way to rid of it is to exit Gmax and reopen.
Is there a way to get Direct3D to look like there is some sort of anti aliasing/ smoothing happening?, the jagged lines are really disappointing. The objects look " cartoonish" whereas with OpenGL, detail and shadows and great lighting, solid looking 3D models. Also, configuring the driver in preferences do not save when I close the dialogue box ( 1024/512 + 2 check boxes) default back to a lower quality selection, boxes unchecked. Any suggestions regarding that are most welcome, and thanks again for the detailed explanation. Moderators can edit out my flustered bits and make this a sticky for others to use in case they're looking for help with the same issues, this is golden info! Thanks Tom!
Safest Regards,
Doug