I'm sure about you, but real level designers that know what they're doing, they'd replace the faces that shouldn't be rendered with the sky texture or null texture to not make those polygons render.

So here's the math I guess. I just woke up so I'm not sure if I'm making any sense....

Each triangular brush is made out of 5 polygons, but on each triangular brush, only one side is textured and rendered, the other four faces are not rendered at all.

The total amount of polygons used for the entire terrain meshing, is

**1515** polygons. That even includes the unrendered sides. 1515 polygons.

So if we want to find out the total polygons being used without rendering the unseen polygons, we simply do

**1515 divided by 5** which gives us

**303 polygons total**.

Now I'm not sure about you, but 303 polygons is pretty damn low, and ANY computer should be able to handle 303 polygons, even if all 303 polys are being rendered all at once. Thankyou for reading, I just proved you guys wrong

kekekeke

What it looks like underneath.

To show you just how much poly is not rendered (don't forget the sides of the brushes are unrendered too, not shown here though)