well squishing the mesh will double the polycount, but as you don't texture you colour it - really doesn't require as much processing power as you'd think. But still when used in large ammounts will slug everything.
texture projection is oftenly used for decal placements, its effective a simple technique - you take a second UV Map of the world models, from the position of the texture, you then place the texture in proportion on all surfaces.
Finally you then do a transform blend which checks the UV of the first map, checks them of the second and then adverages them together and blends based on Vertex position
a technique used quite ofently for quicker positional shadows using projection, is to take where the light is comming from - do a quick buffer render of the model as white on a black background then on the floor the projection is an inverse Nth alpha'd image from the buffer
![](/images/smilies/happy.gif)
get sharp shadows as stencil, but without as much of the cost. But they still do take up a good ammount of processor power (^_^)
Tsu'va Oni Ni Jyuuko Fiori Sei Tau!
One block follows the suit ... the whole suit of blocks is the path ... what have you found?