I fixed the problems associated with tessellating clockwise contours (I had some assumptions in there that all contours should be CCW, but I've made it more general now), so now the winding rules will orient the output contours relative to the first input contour. That is, if the first contour is CW, then all exterior contours will be CW and all interior contours will be CCW. I've just realized that this might be what's causing the Text3D screensaver to fill in some letters incorrectly. There may be a problem in the island merging code - I'll take a look at that now. Anyway, I wanted to check to see how the contours in Text3D should be oriented. Before I "fixed" the orientation issue, I seemed to be getting contours coming in CW, and thus I output them CW, but they were being culled before rendering. Now, they seem to come in CCW, get output as CCW and are rendered incorrectly. I'll have to verify that the contours are being constructed correctly after the clipping phase. Thanks for the help in testing this stuff out. The letters seem to be making it through the clipping phase correctly now, and all the demos still work correctly. -- Gareth ============================================== Gareth Hughes mailto:[EMAIL PROTECTED] Bell Labs Australia ph: +61 2 9352 8608 _______________________________________________ Mesa-dev maillist - [EMAIL PROTECTED] http://lists.mesa3d.org/mailman/listinfo/mesa-dev