[ Converted text/html to text/plain ] I think it has to do with the fact that the renderer has to make an additional pass for every overlapping transparent texture. That would definitely cause a slowdown if you have several overlapping textures that need to be rendered transparently in some form or another. >From: "Matthew Lewis" >Reply-To: [EMAIL PROTECTED] >To: >Subject: [hlcoders] triApi speed problems >Date: Sun, 12 May 2002 12:13:49 -0500 > >It's not just the triAPI that slows down. Decals will also bring the engine >to a crawl. Try this: Walk up to a wall and fire a weapon that leaves a >scorch mark decal. Make a few scorch marks (3 to 5) that overlap and fill >much of the screen. The frate rate will plummet to single digits. > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders >
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