I think it's easier to do so by putting these objects in a separate list and draw the them (taking into account the z buffer).
Thank you for your attention.

Moderator: Graf Zahl
How much do 3D floors slow things down? I've seen this mentioned a number of times but I can't say that I have ever noticed a significant slowdown on any map that is definitely 100% due to 3D floors alone.Dethernal wrote:or use a 3d floors, that slow
Phobia MAP05 (the savegame from my benchmarks.) But that requires several hundreds of 3D floors to have such an effect.Enjay wrote:How much do 3D floors slow things down? I've seen this mentioned a number of times but I can't say that I have ever noticed a significant slowdown on any map that is definitely 100% due to 3D floors alone.Dethernal wrote:or use a 3d floors, that slow
Much more, in fact.Enjay wrote: Anyway, I would imagine that always drawing certain actors could easily have as much of a performance hit as using a 3D floor, depending on how the level was set up of course.
Why all? just when you create things with such a flag is placed in the std:: list <actor*> (or something like that), which should read somewhere during rendering.Graf Zahl wrote: In the end it's the fact that this would require a costly additional pass through all the actors in a map that makes it a 'no'.