File:Quake Vertex Pruning Preprocessor.PNG
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Quake_Vertex_Pruning_Preprocessor.PNG (378 × 484 pixels, file size: 15 KB, MIME type: image/png)
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DescriptionQuake Vertex Pruning Preprocessor.PNG | This is a demonstration of how Quake was able to do real-time 3D rendering on a 50-75 MHz Pentium PC. The secret is that the map data is preprocessed to find polygons outside the map that the player will never see. Those hidden polygons are stripped away, to reduce the amount of rendering work to be done when the game is in progress. Created in Microsoft Word 2000 and saved as a PNG using Windows XP Paint. Created by Dale Mahalko, Gilman, WI, USA | ||||||||
Date | date of transfer from en.wiki to commons: October 6, 2008 | ||||||||
Source | http://en.wikipedia.org/wiki/Image:Quake_Vertex_Pruning_Preprocessor.PNG | ||||||||
Author | original author of image: DMahalko(http://en.wikipedia.org/wiki/User:DMahalko) | ||||||||
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Date/Time | Thumbnail | Dimensions | User | Comment | |
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current | 15:32, 6 October 2008 | 378 × 484 (15 KB) | NeD80 (talk | contribs) | {{Information |Description= This is a demonstration of how Quake was able to do real-time 3D rendering on a 50-75 MHz Pentium PC. The secret is that the map data is preprocessed to find polygons outside the map that the player will never see. Those hidden |
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