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Atari Quake 2: quadratic sampling texturemaps
Atari Quake 2: the texturing problem
Atari Quake 2: optimized face processing
Atari Quake 2: Quadratic texturing fillrate tests
Atari Quake 2: rasterizer improvements
Atari Quake 2: float-free texturing solved
Atari Quake 2: geometry & clipping on DSP
Atari Quake 2: testing q2dm8 (a big map)
Atari Quake II: Reference version
Atari Quake 2: early object rendering
Atari Quake 2: very early test with floating point
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Last Updated: September 29, 2026
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Summary
Quick test demonstrating working transparency without a z-buffer, and z-clipping of transparencies with exaggerated nearplane. 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