Well I've tried segmenting the image into smaller pieces and also into seperate quads, at 2x2 it still slows down in the same way. Perhaps at 4x4 and 8x8 it might make a difference. I'll have to try that.
But it still baffles me that you can have thousands of the same quad everywhere and it still be faster than one or two big quads. And it's not just that it's a problem in Blitz3D in general. You can gave a FPS style room with clearly 3 walls taking up the entire screen with no slowdown.
Although it's not just quads, it's the same with sprites too. So it must be something to do with the texturing or size of it rather than the object type.
But it still baffles me that you can have thousands of the same quad everywhere and it still be faster than one or two big quads. And it's not just that it's a problem in Blitz3D in general. You can gave a FPS style room with clearly 3 walls taking up the entire screen with no slowdown.
Although it's not just quads, it's the same with sprites too. So it must be something to do with the texturing or size of it rather than the object type.