Blitz does some culling of things that are definitely off-screen.
Whatever remains is sent to the graphics card for rendering. But some of this may still be off-screen.
So TrisRendered() can be larger than the actual number of triangles drawn.
If there is a single mesh then it either gets culled or not.
As a result TrisRendered() will report nothing or everything.
Whatever remains is sent to the graphics card for rendering. But some of this may still be off-screen.
So TrisRendered() can be larger than the actual number of triangles drawn.
If there is a single mesh then it either gets culled or not.
As a result TrisRendered() will report nothing or everything.
Graphics3D 640, 480, 0, 1 WireFrame True sph = CreateSphere(10) cam = CreateCamera() : PositionEntity cam, 0, 0, -20: CameraZoom cam, 15 While Not KeyDown(1) RenderWorld Text 10,20, "Total triangles: " + CountTriangles( GetSurface(sph,1) ) Text 10,40, " Tris Rendered: " + TrisRendered() Flip TurnEntity cam, 0, 0.01, 0 Wend End