Contrary to what Simon said, the RenderWorld() command does create a significant amount of overhead. With just 20 boxes, rendering each face individually became unusably slow. 15 plain cubes render at 30 fps individually.
I had been using this method until now to draw multi-layered materials. Now I have to scrap my whole rendering routine and start over.
Damn...this also means hardware lighting can't be used on staticmeshes, because the only way to control the lighting is to hide and show the lights and render each instance of the mesh in a separate pass. Of course, vertex lighting can't be used on static meshes either, because they all reference the same surfaces!!!
I had been using this method until now to draw multi-layered materials. Now I have to scrap my whole rendering routine and start over.
Damn...this also means hardware lighting can't be used on staticmeshes, because the only way to control the lighting is to hide and show the lights and render each instance of the mesh in a separate pass. Of course, vertex lighting can't be used on static meshes either, because they all reference the same surfaces!!!