Kalms
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Well, speaking from the A1200 perspective: If you are using the blitter or a CPU XOR solution, overlapping polygons will cause you a lot of headache. So when rendering a scene with realtime calculated 3D polygons (so it is not a 2D animation where all occluded surfaces have already been removed), I would expect a CPU solution that relies on edgebuffers (or better yet, handling all the edge stepping in registers while rendering scanlines) to perform better than a "draw all edges, then fill buffer" approach.
caveat emptor: it was more than 10 years since I did any actual coding for the plain a1200.
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