   Lesson 10 understanding problems
  im doing lesson 10 and i understand it mostly. what i dont understand is why does i have to have an array of [3] verteces(spelling?) for each triangle... doesnt one is enough... or does it have something to do with the textures??    Freedom is the freedom to say that two and two equals four 
  A triangle is made up of 3 points in 3d space.  A vertice represents 1 point in 3d space.  A vertice specifies a point''s location along 3-axis (X axis, Y axis, Z axis)  (hence, 3 dimensions (3D)).  You need 3 vertices to specify a triangle. ;  Each vertex has 3 values , that represents the coords in the 3D-space.Every triangle have 3 vertices in order to represent it in 3D-space(thats why they call it triangle).;  I think they call it a triangle because it contains 3 angles ;  tnx, guys... my english isnt that good... didnt know what a vertex was...thought it was just a name made up... but i understand... one thing though... why doesnt make the 3d-world w/ quads instead, its only ½ the info in the file... ;  Coincidentally, I was about to ask that very question myself. Also, I was wondering if the followup tutorial mentioned is going to be released anytime soon. ;  Because any quads fed into the video card are split up into triangles - takes pretty much double the space to use triangles but runs alot faster! ;  Thanks. Considering the age of the system I do most of my testing on, I can live with a little extra typing if it will increase the speed. Whilst on the subject of speed, if you have a wall that is say 20 units long by 1 unit high, would it be better/quicker to define it using 2 or 40 triangles?Oh, and does anyone know how to start the camera in a different position and facing a different direction in lesson 10? I''ve tried changing the values of several variables, but that just messes up the movement.I don''t really want to have to build the world around the initial start position if I can avoid it (it makes more sense to me to have 0,0,0 at one corner of the map). 