This is a simple prove that the lock is only at the start ...
and the rest is more or less just hardware restriction.
But I think the mainproblem is the way the meshes are saved ... from OGL I know that there are different types of mesh buffers so I assume that DX has them as well. And as Blitz3D is focused on outdated hardware it might be that the used buffertype is the slowest and not the most optimal.
and the rest is more or less just hardware restriction.
But I think the mainproblem is the way the meshes are saved ... from OGL I know that there are different types of mesh buffers so I assume that DX has them as well. And as Blitz3D is focused on outdated hardware it might be that the used buffertype is the slowest and not the most optimal.