Craig Martin:Sorry I can't help you there, it is beyond my knowledge, but it looks like you are closing in on the bug. Someone else here may know. Good luck.
Thanks for your help - you got me lookin in the right direction.
I have a temporary workaround by adding 0.01f to the calculation.
| x = (int)( pVertices[vertex[0]].p.x - zoneVector.x + 0.01f ); |
| y = (int)( pVertices[vertex[0]].p.z - zoneVector.z + 0.01f ); |
but I'm hoping someone has a compiler switch or somthing to solve it.
Thanks again!