Surface count slowdown...

Blitz3D Forums/Blitz3D Programming/Surface count slowdown...

I coded a little test that creates 2000 (untextured) cubes and positions them at random places on the screen (always within the camera's view, however). TrisRendered() shows 24,012 polys being rendered. The framerate is a mere 16-18 FPS.

Now, if the assumption thus far has been that surface count slowdown has been because of texture switches what would account for the slowdown in this situation? Fill rate?