You can get all of the triangles (triangles = polygons, they are the same) rendered in the last call to RenderWorld - i.e. all of the triangles that actually matter - with TrisRendered. This is more useful than a total, because it lets you identify where polygon counts are causing rendering hotspots.
There is no general-purpose way to get all of the triangles in the whole scene, with or without a mesh parameter. The necessary information is not exposed by the engine. Besides, you shouldn't need to ask this: it's your job as a designer to know what resources you're putting into a scene, so you should be able to work this figure out yourself.
Last edited 2012
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