| hi guys thanks for the responses.
 
 i am using klepto's version and have been trying this code snippet...
 
 
 
Import sidesign.minib3d
Strict
Local width=640,height=480,depth=16,mode=0
Graphics3D width,height,depth,mode
Local cam:TCamera=CreateCamera()
CameraRange cam,.5,500
PositionEntity cam,0,10,-10
Local light:TLight=CreateLight(1)
RotateEntity light,90,0,0
Local mesh:TMesh=LoadMesh("test.b3d")
ScaleEntity mesh,10,10,10
' create mesh octree - makes collision detection faster (MiniB3D only)
CreateOctree(mesh,200,5)
' set camera entity type to 1
EntityType cam,1
' set camera radius as it's the source collision entity
EntityRadius cam,1
' set mesh entity type to 2
EntityType mesh,2
' use collisions command to enable colliisons between entity type 1 and 2, with reponse 4
Collisions 1,2,4,2
' used by camera code
Local mxs#=0
Local mys#=0
Local move#=0.5
MouseXSpeed() ' flush
MouseYSpeed() ' flush
' used by fps code
Local old_ms=MilliSecs()
Local renders
Local fps
While Not KeyDown(KEY_ESCAPE)		
	If KeyHit(KEY_ENTER) Then DebugStop
	'' control camera
	
	' mouse look
	
	mxs#=mxs#+(MouseXSpeed()/5.0)
	mys#=mys#+(MouseYSpeed()/5.0)
	RotateEntity cam,mys#,-mxs#,0
	MoveMouse width/2,height/2
	MouseXSpeed() ' flush
	MouseYSpeed() ' flush
	' move camera forwards/backwards/left/right with cursor keys
	
	If KeyDown(KEY_UP)=True Then MoveEntity cam,0,0,move# ' move camera forward
	If KeyDown(KEY_DOWN)=True Then MoveEntity cam,0,0,-move# ' move camera back
	If KeyDown(KEY_LEFT)=True Then MoveEntity cam,-move#,0,0 ' move camera left
	If KeyDown(KEY_RIGHT)=True Then MoveEntity cam,move#,0,0 ' move camera right
	''
	UpdateWorld
	RenderWorld
	renders=renders+1
	' calculate fps
	If MilliSecs()-old_ms>=1000
		old_ms=MilliSecs()
		fps=renders
		renders=0
	EndIf
	SetBlend AlphaBlend
	DrawText "FPS: "+String(fps),0,0
	
	SetAlpha 0.5
	
	If KeyDown(Key_Space)
	SetColor 255,0,0
	
	DrawRect 30,30,300,300
	EndIf
	
	SetColor 255,255,255
	Flip
	
Wend
End
 but the whole object disappears unless i comment out between renderworld and flip
 
 
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