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Re:Super Mario 64 – 1996 Developer Interviews by Retric on Thursday September 22, 2016 @03:55PM (#12559801)
You can bound polygon sorting by looking at the closest and furthest points from the camera for each polygon. This get's tricky if the polygon is perpendicular to the camera, but avoiding O(n^2) in the general case is huge.

Z-Buffer's are still a major advantage.

Re:Super Mario 64 – 1996 Developer Interviews by dmbaggett on Thursday September 22, 2016 @04:01PM (#12559855)
That's an excellent point, and something that I've never actually thought of or read. Cool!
Re:Super Mario 64 – 1996 Developer Interviews by oxide on Thursday September 22, 2016 @05:23PM (#12560484)
you should go implement this in Crash Bandicoot and make a youtube video of it.
Re:Super Mario 64 – 1996 Developer Interviews by CamperBob2 on Friday September 23, 2016 @05:03AM (#12563251)
You can bound polygon sorting by looking at the closest and furthest points from the camera for each polygon

That still fails to resolve cycles.