(Windows, version 3.00 on Delphi)
Hey there.
I am currently implementing Texturing option in my editor and noticed a missorientation of faces
Could you help me with my steaming brain about the orientation of faces when creating a cube?
Viewport_Meshbuffer.Cube(1, 1, 1, TVector3f.Zero,
Vector3f(abs(aVector.x),0.0 , 0.0), Vector3f(0.0, abs(aVector.y), 0.0),
Vector3f(0.0, 0.0, abs(aVector.z)), aTexStart, aTexEnd, floatcolor ($ffffffff) , true);
This creates a cube which side faces are rotated on the side.

Obviously I would like all side faces to be oriented the same. I feel like that I should know how to fix this by now but I am still struggeling with vertices ect.
"
"
This is the thing that I dont get in my head. How these values define also orientation.
Hey there.
I am currently implementing Texturing option in my editor and noticed a missorientation of faces
Could you help me with my steaming brain about the orientation of faces when creating a cube?
Viewport_Meshbuffer.Cube(1, 1, 1, TVector3f.Zero,
Vector3f(abs(aVector.x),0.0 , 0.0), Vector3f(0.0, abs(aVector.y), 0.0),
Vector3f(0.0, 0.0, abs(aVector.z)), aTexStart, aTexEnd, floatcolor ($ffffffff) , true);
This creates a cube which side faces are rotated on the side.
Obviously I would like all side faces to be oriented the same. I feel like that I should know how to fix this by now but I am still struggeling with vertices ect.

"
| Creates a 3D cube with the given parameters. Axis vectors define both orientation and size. |
This is the thing that I dont get in my head. How these values define also orientation.

something that I just noticed is off when you create uneven things like walls. 
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