Dudes,<br><br>Some notes:<br>- Quake DOES use 'HSR' (wich stands for hidden surface removal); Quake is using a 'PVS' for that. That's a data set that complements the BSP tree (wich is used for free perfect sorting, by the way), the PVS indicates wich polygons are potentially visible from any given position in 3D space. This technique is, apart from extremely heavy precalculations, virtually 'free' at run-time.<br>- Scanline interleaving is a good idea, but at 4 fps, it might look VERY bad. The idea is to render odd lines only at odd frame numbers, and even lines only at even frame numbers. This will result in stripes, of course, but at decent frame rates, it can look very good. We will keep this in mind when we reach 10fps overall; this technique will almost double that to 18fps or so.<br><br>FYI, I have been focussing on the lowest drawing code (the span renderers), because Dan reported an extremely strong link between the number of pixels on screen and the speed of the game. We get pretty good frame rates now when looking at walls (wich means it was a good idea to start there:), but complex scenes are still way too slow. So I intend to focus on the edge buffer this time; that's a structure that is used to prevent 'overdraw'. It's mainly floating point, but I think it's doable to change that.
<br><br>- Jacco.