Re:Building a PS1 style retro 3D renderer
by codeflo on Wednesday December 08, 2021 @05:53PM
(#29491632)
In early 3D hardware, the Z buffer was a bit more special cased than it is now, where you quite literally allocate a texture. In either case, the interesting (and expensive to emulate in software) part is of course using the depth buffer to perform depth testing, that is, rejecting pixels that would be hidden.
Z-buffer is just an array of values you can sample, often as a texture. There is no inherit coordinates, unlike, say, vertices. Z-buffer is a 2d map anyway. The offset into that buffer would be the x and y.
Or do you just mean there's no hardware accelerated z-buffer?