A description of the techniques used by Quake to render a fully 3D game on original Pentium hardware.
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00:00 Intro
00:35 Polygons in BSP trees
01:14 Frustum culling
02:05 PVS culling
02:55 Back-face culling
03:42 Spans
04:58 Active edge list
05:51 Active polygon list
07:09 Black book