Is anyone following me into Silicon Graphics workstations and wants to chat about how rad they are?pic.twitter.com/4KYba3Vmvd
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Depth buffering was faked on XL/Newport boards on the Indy by loading a 32-bit pixel mask register, meaning any 3D geometry had to be drawn in horizontal 32-pixel spans, max. That's all you got unless you were using painter's algorithm and ate the overdraw cost.
Things weren't all sunshine and roses even with the XZ board on the Indy that provided accelerated 3D. Anecdotally, a top-end R5000 CPU module was better off with a 24-bit XL board, since the CPU could transform and light geometry faster than the XZ board itself.
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