Blitz3D Surfaces

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From what I understand of Blitz3D it's generally a good idea to get the surface count of a scene down.

Is this a low-level hardware (i.e 3D accelerator), 3D API, Direct3D API-specific or Blitz3D imposed restriction?

Any help and discussion will be greatly appreciated.

Low-level hardware I believe; although the way "surfaces" work is, I think, a blitz construction.

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I believe it's to do with modern 3D cards rendering pipelines, whereby meshes are loaded into the pipeline surface by surface, therefore the more surfaces a mesh has the more iterative the rendering pipeline becomes for that mesh. Not sure though ;)

Cheers guy's that's pretty much cleared that up for me then :)