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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.
>
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