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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.
Re:Building a PS1 style retro 3D renderer by jayd16 on Wednesday December 08, 2021 @10:54PM (#29493642)
Sure, the depth was not calculated or tested in hardware. But its not because buffers did not have a z-coordinate.