Yep, thanks for the confirmation of what I thought Ban. I hadn't thought of using a RenderWorld 1, that's a good idea that I'll bear in mind for anything else that comes up. Using alpha has solved the current issue, but I wanted to be sure that I was right about things not being moved just in case it was a bug in my code.
Tracer : Yep, I agree about that too. I can see why it's done, because it's common for people to do the moving internally with a velocity and a position for each object, adjusted for gravity/friction/etc and then positioned at the final coordinate. But nevertheless, you would think PositionEntity positioned instead of moving, from the name.
TroM : Yes, you're missing something. I'm talking about physically moving the 3d mesh, not making an internal note of where the object is. I know Blitz acts like it's moved the mesh, but my experience tells me that it doesn't physically move the mesh when it's hidden. Maybe it's a Direct3d pipeline limitation, or a videocard thing, I'm not blaming Blitz, I just needed confirmation that the mesh is not moved when the object is hidden.
Tracer : Yep, I agree about that too. I can see why it's done, because it's common for people to do the moving internally with a velocity and a position for each object, adjusted for gravity/friction/etc and then positioned at the final coordinate. But nevertheless, you would think PositionEntity positioned instead of moving, from the name.
TroM : Yes, you're missing something. I'm talking about physically moving the 3d mesh, not making an internal note of where the object is. I know Blitz acts like it's moved the mesh, but my experience tells me that it doesn't physically move the mesh when it's hidden. Maybe it's a Direct3d pipeline limitation, or a videocard thing, I'm not blaming Blitz, I just needed confirmation that the mesh is not moved when the object is hidden.