Is there a way to keep Blitz3D from rendering polys that are obviously blocked from view.
In my scene I walk up to a high hill that blocks out everything behind it,
and I still have the same frame rate as when I am fare away from it with the scene behind it in view.
The tris count also stays the same.
I thought z-buffering is supposed to cut out everything that is hidden by something else.
Do I need to set something to get z-buffering to work?
In my scene I walk up to a high hill that blocks out everything behind it,
and I still have the same frame rate as when I am fare away from it with the scene behind it in view.
The tris count also stays the same.
I thought z-buffering is supposed to cut out everything that is hidden by something else.
Do I need to set something to get z-buffering to work?