Quote: "the fps droped from 60 to 30"
what polygon count is this model ? In Milkshape click Tools/Show Model Statistics and tell me what the triangles amount was.
Because you havent loaded a texture DBC/DBP attempts to apply a surface texture for you using I think "Gourad Shading".
Its a little more cpu intensive than a textured surface from memory. ( im no expert it just looks like it ) gathers the Directional light from light zero and attempts to grey shade the object.
Its the same as comparing the color object command to a textured object. Try to keep the texture as small as possible and divisble by 2 or 8. If you want a raw coloured object then make a small 16 x 16 image and texture it with that.
Show me how your code looks as well because sometimes stuff in the main loop is not required each loop and could be hindering speed.
Your video card will play a major role in the polygon amount vs speed on the screen, so what brand is your video card as well
try this code it uses a box and texture as an example
sync on : sync rate 60
set ambient light 80
rem make a temp internal image texture
ink rgb(255,0,0),1 : box 0,0,32,32
ink rgb(155,0,0),1 : box 2,2,30,30
ink rgb(0,0,0),1 : box 4,4,28,28
get image 1,0,0,32,32
cls
rem a cube and texture it and set its world paramters
make object cube 1,1
texture object 1,1
position object 1,0,0,0
rem Object,Wire,Transparent,Cull,Filter,Light,Fog,Ambient
set object 1,1,1,0,1,1,1,1
rem toggle the transparency and cull switches to opposite values if using classic
rem Pre Main
position camera 0,2,-2
point camera 0,0,0
ink rgb(255,255,0),1
rem Main Loop
disable escapekey : while escapekey()=0
r = wrapvalue(r)+1
rotate object 1,0,r,0
text 0,0,"fps:"+STR$(screen fps())
sync : endwhile
rem Cleanup
delete object 1
delete image 1
end