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This is an experiment/proof-of-concept. The aim is to implement perspective-correct texture mapping on After a long pause, I decided to go to the original ID sources and get it working on the 16MHz Quick test demonstrating working transparency without a z-buffer, and z-clipping of transparencies with exaggerated nearplane.
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Atari Quake 2: optimized face processing
Atari Falcon030 Quake 2 - Continuity
Atari Quake II: Reference version
Atari Quake 2: progress
Atari Quake 2: Geometry ...optimized
Atari Quake II: Game Performance
Atari Quake 2: testing q2dm8 (a big map)
Atari Quake 2: geometry & clipping on DSP
Atari Quake 2: test of SB transparency + Z-Clipping
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Last Updated: June 10, 2026
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