Surface count slowdown...

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

There's a TRANSFORM change too?

So I guess what you're saying is you already thought of the optimization I suggested a long time ago, but it doesn't give much speedup between entities because there's a transform change to worry about as well as a texture change.

Damn.



But Mark... Something doesn't make sense about what you've just said.

Above there's a demo which takes some spheres, all textured the same, and either uses addmesh to create a bunch of surfaces in a single mesh, or leaves them all as individual meshes. And those who have tested that code claim that the results are the same for both.

This would seem to indicate that the speed hit between surfaces is the same as the speed hit between entities, even when using the same texture.

So I have to wonder:

1. Where is this texture hit optimization you speak of, because that should be speeding up the addmesh example.

2. Where is this entity transform hit, because that should be slowing down the example with individual entities.


When you take both of these together, they indicate that the addmesh example should be a lot faster than the seperate entities. But it is not.

Why?