3 ms·
Being 2D rasterizers was arguably true for some cheap early graphics chips like that of the PS1. For Voodoos, there was no point in the pipeline after which ren
by codeflo 4y ago
Being 2D rasterizers was arguably true for some cheap early graphics chips like that of the PS1. For Voodoos, there was no point in the pipeline after which rendering is “only 2D” in any relevant sense. At the time, the Z coordinate was passed to the hardware and used e.g. for important things like perspective correct texture lookup, environment maps (fake reflections), and Z buffering — that is right until the very last moment of committing the pixel to memory.