As I see it, copied entities share meshes and surface brushes. I would hope this means that all copied entities are rendered in sequence, thus reducing the need for a state change, since they will all be using the same surfaces brushes, initially.
However, I guess if you then assign a different texture to a copied entity, it is then given it's own brush, and so no longer references the original entity's brush, but still references it's mesh.
Not sure how blitz handles things when this happens, as if all copied entities are simply rendered in sequence, there will be a state change required when rendering the one assigned a new texture, and then another state change to revert back to render the remaining copied entities.
Hmm, dunno really - just thinking out loud. :)
However, I guess if you then assign a different texture to a copied entity, it is then given it's own brush, and so no longer references the original entity's brush, but still references it's mesh.
Not sure how blitz handles things when this happens, as if all copied entities are simply rendered in sequence, there will be a state change required when rendering the one assigned a new texture, and then another state change to revert back to render the remaining copied entities.
Hmm, dunno really - just thinking out loud. :)