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.
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