For MAPTRIANGLE (3D), use SINGLE variables. I also used the DOUBLE and FLOAT types but such high accuracy is not required (according to my experience so far). I'll issue another program soon with this command. Better (and a lot) than what I gave last.
edit:
Steve - it's true, but the 3D command MAPTRIANGLE is an intermediary, the converter between QB64 and OpenGL. In one part of the command, INTEGER coordinates are used (as with all normal images in QB64, that is the first part that determines what to take from the texture) but the second part of the 3D version uses the OpenGL coordinate system, meaning that the starting position is 0, 0, -1. The X to the left is negative, the accuracy is one thousandth, or higher. X right is positive. Z is the axis in and out, if Z is greater than -1 , then that is located in front of the monitor, that is, it will not be displayed. The starting point 0, 0, -1 is the camera, so if Z is behind the camera, it can not be seen. From the inside into the space is Z negative, again it is distinguished to thousands or more. The Y axis is up and down, from the center of the monitor where there is a point of 0.0, -1 if you go up, Y is positive if you go down, Y is negative. All this OpenGL coordinates are SINGLE type.