Title:			GLTriad
Author:			Rich Whitehouse
Revision:		2
Website:		http://www.telefragged.com/thefatal/
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This is a written-from-scratch opengl program that attempts
to simulate Triple Triad. It supports online play via TCP/IP.
It does require disc 1 of FF8 for the PSX to run - there are
a couple reasons for this. One is that it is not legal to
distribute the materials on that disc with this program, and
the other is because I thought it was a nice novelty directly
using and accessing assets off of the original disc to run
the program.

If you're familiar with Triple Triad, everything should be
self explanitory. All the rules are there (well, I think) and
you can specify them on or off when you begin a game. There
is single player "AI" to play against, which is fairly smart
about what it does, but does not tend to think many steps
ahead or anything. This iteration of the game is mainly
targetted at online play.

For controls, use the arrow keys to move the cursor around
and select cards and whatnot when appropriate. Use the enter
key to select a card or perform other actions, and space bar
to cancel your last action (when applicable). Hitting the
escape key at any time will bring up the menu where you can
access multiplayer options and set up your display options
among other things.

The first time you run the game you will be prompted to find
your FF8 disc 1 .img file. You should have your FF8 PSX CD1
in the drive and browse to the file. Note that the file is
hidden on the CD, so make sure explorer is set to show
hidden files. If the game cannot find this file when it tries
to run in the future, it will invalidate the path you gave
and ask you to select the file again the next time the
game is run.

Everything else should be relatively straight-forward and
self-explanitory. Enjoy.


New in R2:
Changed texture clamping mode, so that backgrounds look proper
on newer nVidia (and probably ATI, can't test) drivers.

Added -depthhack command line option. If you can't see the
numbers on the cards, try this. Some cards/drivers have issues
with this due to low depth buffer precision.
