        __ _            ÕÃÄÄÄ¿  /\              
   __   --³ \           *³ÚÄÄÁ¿ \ '\   .¿      .ÄÄÄÄ,         
     _|\__³  \__         ³ÀÄÍÑÙ  /\ '\/ ³     / /^^\ \        ³..³
     _| __    __###==Ä   ³  ÍØ /' /³\/³ ³    ³ ³ '' ³ ³ .^,_ #³..³
      |/  ³  /           ³ ÚÄ¿À¿/³ ³  ³ ³     \ \==/ /  ³ ³ ³#³..³
       ___³_/            ÀÄÙ ÀÄÙ ÀÄÙ  ÀÄÙx     `ÄÄÄÄ'   ³ ³ ³#³  ³

- WHAT IS THIS ?
  You can see this is our testing program. It is here that we put the
  majority of our 3D tested routines. ..But isn't it cool ??

- I SEE BUGS AND GAPS..
  Really ?? Well, EMail me if u notice any bug.
  To be clear, I already know the cockpit and the "about" pic look ugly
  with the palette of the .GEM objects. And, polygon splitting may generate
  undesiderable side effects with some .GEO objects. I know that there can
  be some polygon overlapping, but I'm not going to calculate intersections
  on the fly (not for such complex objects !).
  I really didn't want to slow down my code using Z-Buffer, because I needed
  to release this demo a.s.a.p.!
  I would appreciate it greatly if you could tell me what you see wrong in
  my work. It would give me a greater understanding of what I should
  improve on. And, maybe I can understand what I'm developing !

- HOW DID I CODE IT ?
  Since 32bit compilers won't easly digest inline assembly and I like to
  write portable code, the only assembly part is the transformation matrix
  routine and the setMemMask() used in charaters blitting routine. All the
  rest is coded in C++ in a "better C" way (C++ really sucks sometimes).
  Mode-X supported in the 1.9b unreleased version was removed since it
  slows down on my DX2 with VLB SVGA.
  Psst.. Did u notice the high quality rasterization ?? And what about the
  inconvex and/or non planar polygon fixing on the fly ?
  Do I deserve a bisquit ?? Woof woof ! 8P

- FUTURE ENHANCEMENTS ?
  Of course some.. I'm finishing the 3D Studio parser. My Phong rendering
  routine is not that fast and I'm looking for the best fast free texture
  mapping implementation. I'm also looking for realistic animation systems.

- IBB ?
  Yeah.. It's an old Italian group (Italian Bad Boys) that was born many
  years ago in the loins of Amiga cracking fanatics... Now, no more Amiga
  or crackings 8).
  Currently we r few, which is part of the reason why it's really hard to
  done demos. So, we look for good musicians and graphicians (preferably
  in Rome).
  Take a look at the demo we will show for the BitMovie presentation in
  April !!

- CONTACTING US ?
  G-Lock        EMail is d.pasca@agora.stm.it (Davide Pasca)
  Raster Master EMail is f.zavagli@agora.stm.it (Fabrizio Zavagli)
  SIDE FX       ++39-75-5725175 - IBB WHQ - SysOp: Killer Loop

- CREDITS ?
  Credits will be given to those ppl who tested and/or helped me in some
  way with RTMX.

Alphaordered:

  Doc22             - for translating this text from Italenglish to English !
  Fabrizio Farenga  - for testing and advice
  Lele              - for testing and advice
  Matro/PRZ         - for testing and advice
  Pacho, ShadowHawk, PornoFighter/PRZ  - for testing and advice
  Raoul/PRZ         - for testing, advice and because he dislikes my vision
                      of life! 8)
  Raster Master/IBB - for testing and advice
  Revenger          - for testing and advice

         ciaox
                     G-Lock
        
        Tutorial:  Yes
     Sample Code:  Yes
    Utility/Tool:  Yes
         Library:  Yes
           Notes:  
