How Quake’s software renderer ELIMINATES overdraw [⚠️ flashing images]

A description of the techniques used by Quake to render a fully 3D game on original Pentium hardware. Support: Mastodon: @mattsramblings/ 00:00 Intro 00:35 Polygons in BSP trees 01:14 Frustum culling 02:05 PVS culling 02:55 Back-face culling 03:42 Spans 04:58 Active edge list 05:51 Active polygon list 07:09 Black book
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