This only applies to per-vertex lighting techniques obviously (which Blitz3D is limited to, since you can't use pixel shaders)
That's good news to me though, coz my system bypasses the high-polys - which is basically what the other methods are doing.
It's all new to me and I am not sure if anything I am doing is remotely standard, so I might just carry on the route I am going. My geometry is being decoded from internal data - ie:
mesh_piece=Int(chunk/10000) chunk_calc=mesh_piece*10000 new_chunk=chunk-chunk_calc chunk_calc=new_chunk+1000 new_chunk=chunk_calc/100 mesh_length=new_chunk-10 mesh_height=chunk_calc-(new_chunk*100)
That is basically creating a wall/floor/ceiling - I'm using what I call a 'chunk' system - the geometry is basically chunks that I encode as data and then decode on-the-fly - Well there is a bit more to the code - that is initilisation before it flies off to be constructed.