Surface count slowdown...

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

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Hi,

Blitz checks for redundant state changes, so if you set the same texture twice in a row the hit is minimal (ie: Blitz's fault!).

But transform changes (ie: different entities) also cause a big hit, so the more the entities you have - even if they share the same texture - the bigger the hit.