Hi Jager
Here is a musketeer I've been working on, at 393 verts and 778 tris.
<img src=http://home.ozconnect.net/victor/musketeer.jpg>
Textured quads are basically user created and controlled mesh sprites, rather than using the built-in sprite commands - major benefit is being able to merge them into a single surface.
With merging your meshes you also merge the surfaces into one surface. Try loading your hoplite, use Copymesh and then Addmesh to a new mesh (Createmesh), using Positionmesh
to get a spacing between the copies. You'll find there's a significant difference between 60 (or more) individual meshes and one mesh with 60 merged copies. I'm still looking in detail at what Addmesh does to animated b3d meshes.
Cheers
GrumpyOldMan
Here is a musketeer I've been working on, at 393 verts and 778 tris.
<img src=http://home.ozconnect.net/victor/musketeer.jpg>
Textured quads are basically user created and controlled mesh sprites, rather than using the built-in sprite commands - major benefit is being able to merge them into a single surface.
With merging your meshes you also merge the surfaces into one surface. Try loading your hoplite, use Copymesh and then Addmesh to a new mesh (Createmesh), using Positionmesh
to get a spacing between the copies. You'll find there's a significant difference between 60 (or more) individual meshes and one mesh with 60 merged copies. I'm still looking in detail at what Addmesh does to animated b3d meshes.
Cheers
GrumpyOldMan