Thanks. WBuffer is already on. I couldn't find an other solution than the 2nd renderpass. One is rendering 0.25 to 450 and the other one 0.03 to 0.25. This works ok. I only remember Halo reported speed loss trough renderworld overhead some time ago, an empty renderword would still eat a few millisecs. It still has to iterate trough all meshes and see if they intersect the current camerarange, regardless if they were already rendered in the prev pass.
At least I made it optional. The camera cfg file allows to turn on/off this 2nd pass, as well as to define the ranges of both passes. So it's "undoable".
At least I made it optional. The camera cfg file allows to turn on/off this 2nd pass, as well as to define the ranges of both passes. So it's "undoable".