Hello Mark, good to hear from you.
Thanks for explaining all that, MasterBeaker as well.
I always remember an explanation of why rocketboards was so fast was because there were only 8 surfaces per level.
So do I create a mesh, set all its properties and use copymesh to reference it, or what?
Thanks for all your help
Thanks for explaining all that, MasterBeaker as well.
I always remember an explanation of why rocketboards was so fast was because there were only 8 surfaces per level.
Sort of. The surface mechanism in Blitz automatically discards redundant renderstate changes, so the overhead *may* be small - or it may not. If the engine ends up displaying the same sprite 1000 time at different locations, and they all share the same texture/color/shininess etc there will be little slowdown.
So do I create a mesh, set all its properties and use copymesh to reference it, or what?
Thanks for all your help