The numbers you see in the parameters for TBGL_Vertex are just units of measurement.
The first number is its horizontal size, the second is its vertical size and the third is used for depth.
I've included a simple script which draws a square on the screen, try messing about with the parameters and see what happens.
Also if you haven't already, I suggest you download a copy of the OpenGL Redbook.
That might answer some of your questions.
[code=thinbasic]
' TBGL_Vertex Script
uses "TBGL" ' thinBASIC OpenGL Library
dim hWnd as dword
hWnd = tbgl_createwindowex("Press 'Esc' to Quit", 640, 480, 16, 0)
tbgl_showwindow ' Show Display
TBGL_GetAsyncKeyState(-1) ' Reset all Keys
' Start Main Loop
while tbgl_iswindow(hWnd)
tbgl_clearframe ' Clear Display
tbgl_camera 0,0,1,0,0,0 ' Default Camera Placement
tbgl_translate 0.0, 0.0, -6.0 ' Place in Screen by 6 Units
TBGL_BeginPoly %GL_QUADS ' Drawing using Quads
TBGL_Vertex -1.0, 1.0, 0.0
TBGL_Vertex 1.0, 1.0, 0.0
TBGL_Vertex 1.0, -1.0, 0.0
TBGL_Vertex -1.0, -1.0, 0.0
TBGL_EndPoly
tbgl_drawframe ' Display anything
if tbgl_getasynckeystate(%VK_ESCAPE) then exit while
wend
tbgl_destroywindow ' Closes Display
[/code]
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