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>Why did you have to simulate pixel level output to sort your polygons ... ? We essentially rendered every frame with a Z-buffer; it's just that the Z-buffer w
by dmbaggett 10y ago
>Why did you have to simulate pixel level output to sort your polygons ... ?
We essentially rendered every frame with a Z-buffer; it's just that the Z-buffer was running in software on the SGI ahead of time, as the level was processed.
We needed pixel accuracy so that the occlusion was perfect. The BSP tree technique was well understood by then, thanks to Carmack's work on Quake, but we didn't want to split polygons so we used this brute force method instead.
However, as a little bit of disinformation to other developers, we put a big file of random data on the Crash CD called BSPTREE.DAT. You still have to download this huge, pointless data file when you buy the game on PSN. I feel slightly guilty about that. :)
- STRML 10y agoThat's hilarious. It was just a matter of empty space on the disk = let's misdirect competitors for a while?
- dmbaggett 10y agoYup.
- digi_owl 10y agoOddly i could have sworn that there was a problem with fitting the game on a CD until some clever compression was applied.
- dmbaggett 10y agoYou're thinking of fitting the levels into the maximum number of pages that could fit into memory. That was hard, but had nothing to do with the CD capacity.