Blitz is trying to optimize memory usage automaticly, therefor it will try to use an instance and not load it twice IF all properties of the texture are the same.
In Blitz code you can ship around this problem if you use CreateTexture and then CopyRect it from the original Texture, in a Max exported File you maybe need to use diffrent texture flags.
You can test if it works, load the mesh in Blitz3D, then determine the texture handles of both textures, then draw something to one of these 2 buffers and see if it's visible on both textures.
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