There's probably a good reason why we can't have this or else we would have it already, but if you don't ask you don't get and at least I've taken the trouble to find a way of organising it.
What I'm talking about is an end to having to mess around with this silly surface limitation Blitz has. Now I haven't done any programming with DX, but as I understand it, you render objects individually, and reset the texture state ( there's probably a real term for this ) between rendering objects with different textures. But for whatever reason, Blitz resets the texture state every single time, whether it needs to or not.
So what I'm suggesting is to have entity groups. Every entity defaults to zero for compatibility, but can also be assigned an entity group. Then when you call RenderWorld, Blitz goes through the groups, only resetting texture state between groups. So if I have ten cubes with share a brush ( and therefore texture ) I can give them all an EntityGroup() of 2 and they are all rendered without the texture state change. Then Blitz resets the texture state and goes onto group 3 and so on and so forth.
With the default of zero, it shouldn't break any code, and if people assign two objects with different brushes to the same entity group, it's their own stupid fault if their sky has the same texture as the ground. It wouldn't break or crash, and the problem would be obvious to them and easy to fix.
What I'm talking about is an end to having to mess around with this silly surface limitation Blitz has. Now I haven't done any programming with DX, but as I understand it, you render objects individually, and reset the texture state ( there's probably a real term for this ) between rendering objects with different textures. But for whatever reason, Blitz resets the texture state every single time, whether it needs to or not.
So what I'm suggesting is to have entity groups. Every entity defaults to zero for compatibility, but can also be assigned an entity group. Then when you call RenderWorld, Blitz goes through the groups, only resetting texture state between groups. So if I have ten cubes with share a brush ( and therefore texture ) I can give them all an EntityGroup() of 2 and they are all rendered without the texture state change. Then Blitz resets the texture state and goes onto group 3 and so on and so forth.
With the default of zero, it shouldn't break any code, and if people assign two objects with different brushes to the same entity group, it's their own stupid fault if their sky has the same texture as the ground. It wouldn't break or crash, and the problem would be obvious to them and easy to fix.