(At the risk of saying little helpful)
Lol, I asked my question because I wanted to know
Any input is helpful, unless im being told to ignore my own question
Anyhow, Perhaps I have been a little vague with my project.
First of all, most know That I havent migrated to lite-c yet, and am still writing with c-script. This shouldn't have an effect on what I am trying to solve.
Didn't you post that the ent_geometry was the thing that stats panels showed increased when looking ~long. Could you give as much info about what is in the scene at time the frame rate drops. All info you can give helps.
I've accually solved that problem by creating more LOD levels. It still lags a little but not as bad as it was.
I've played games that have far more on the screen than my game does and my computer doesnt lag like mine does with my game.. Which leads me to believe that it must be something im doing wrong
My next step is MipMaps btw.
My biggest texture size is 2048* and are two sprites (instead of a terrain)
I only use 'Shaders' on LOD_0 - and then use a material for the other ones..
(Which was basically my question is whether or not it makes a difference, using a toon shader with a gradient mask, compared to the material I displayed above)
All my LOD stages are significantly lower in poly count
Would it help to delete any "Invisible" faces (The bottom faces of a house)
Im running several C_scans at once in different entities
my menu consists of 1 800x600 panel, with about 50 64*64 panels sharing the same bmap, and have about 30 other panels visible / invisible
im using enable_polycollision = 2 Which I believe means I am using the AABB colision system.
im not using a stencil shadow, and most shadows are dynamic and part of the ground sprites
Video_mode is 800x600
video_depth reduced to 16 (not sure if that makes a difference)
Polys per Second : caps around 1000K (but strangely the fps stays at 66 at 1000k in some places)
entities in level : 445
visible : 230
tri 17K
nexus is 41819
geometry is 128
shaders 1244
entities 23544
bmp is 12563
Free 2025472
207 Functions running (is that bad?)
I use blocks with no Surfaces for obstacles
Thats all i can really think of right now
Hope this is more helpful