I read this in the Command Reference:
A little note about multitexturing and slowdown. Graphics cards support a maximum amount of textures per object, which can be used with very little, if any, slowdown. For most cards this is two, but for a GeForce3 it is four. However, once you use more than this amount, Blitz will emulate the effect itself by duplicating objects and textures. Obviously, this may then cause slowdown.
I'm modelling a foo level for my game, to test different stuff, but wonder how I should set up the meshes. Some textures must be animated (like traffic lights, water, etc...). Should I make the entire level (except stuff that must be moved, breaked, similar...) in ONE mesh, and then texture faces with different texures (which means hell of lot of UV mapping, and slowdowns according to the blitz manual), or should I split up in pieces where each objects have max two textures. How should I do the traffic lights, when the front, and ONLY the front, not the rest of the obstacle, must be updated ingame several times. I know about LoadAnimTexture and that stuff, but not how to attach the texture loaded to a single face. And after all this stuff, how the hell can I lightmap it, or somehow get different stuff in the world to cast shadows?
A little note about multitexturing and slowdown. Graphics cards support a maximum amount of textures per object, which can be used with very little, if any, slowdown. For most cards this is two, but for a GeForce3 it is four. However, once you use more than this amount, Blitz will emulate the effect itself by duplicating objects and textures. Obviously, this may then cause slowdown.
I'm modelling a foo level for my game, to test different stuff, but wonder how I should set up the meshes. Some textures must be animated (like traffic lights, water, etc...). Should I make the entire level (except stuff that must be moved, breaked, similar...) in ONE mesh, and then texture faces with different texures (which means hell of lot of UV mapping, and slowdowns according to the blitz manual), or should I split up in pieces where each objects have max two textures. How should I do the traffic lights, when the front, and ONLY the front, not the rest of the obstacle, must be updated ingame several times. I know about LoadAnimTexture and that stuff, but not how to attach the texture loaded to a single face. And after all this stuff, how the hell can I lightmap it, or somehow get different stuff in the world to cast shadows?