4 ms·
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 (a
by codeflo 5y ago
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.
- jayd16 5y agoSure, the depth was not calculated or tested in hardware. But its not because buffers did not have a z-coordinate.