First off, I don't see you rotating the points in relation to the rotation of the camera...then again, have you even implemented camera rotation?
I'm not too sure about you're problem, but I think I can some what explain it (I had had this problem (if i understand yours correctly) when I made my engine):
--see picture--
After you read the picture:
The way to go around this is z-clipping, which will chop the intersecting line, and put a vertice closely in front of the viewing plane (never do: z = 0, because then you start dividing with 0, which will make it go whack).
I hope I understood your problem...?
P.




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