File:Quake Vertex Pruning Preprocessor.PNG

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Quake_Vertex_Pruning_Preprocessor.PNG(378 × 484 pixels, file size: 15 KB, MIME type: image/png)

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Description This is a demonstration of how Quake was able to do real-time 3D rendering on a 50-75 MHz Pentium PC. The secret is that the map data is preprocessed to find polygons outside the map that the player will never see. Those hidden polygons are stripped away, to reduce the amount of rendering work to be done when the game is in progress. Created in Microsoft Word 2000 and saved as a PNG using Windows XP Paint. Created by Dale Mahalko, Gilman, WI, USA
Date date of transfer from en.wiki to commons: October 6, 2008
Source http://en.wikipedia.org/wiki/Image:Quake_Vertex_Pruning_Preprocessor.PNG
Author original author of image: DMahalko(http://en.wikipedia.org/wiki/User:DMahalko)
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(Reusing this file)
wikipedia user DMahalko, the copyright holder of this work, hereby publishes it under the following license:
GNU head Permission is granted to copy, distribute and/or modify this document under the terms of the GNU Free Documentation License, Version 1.2 or any later version published by the Free Software Foundation; with no Invariant Sections, no Front-Cover Texts, and no Back-Cover Texts. A copy of the license is included in the section entitled GNU Free Documentation License.
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attribution share alike
This file is licensed under the Creative Commons Attribution-Share Alike 3.0 Unported license.
Attribution: wikipedia user DMahalko
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  • share alike – If you remix, transform, or build upon the material, you must distribute your contributions under the same or compatible license as the original.
This licensing tag was added to this file as part of the GFDL licensing update.

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Date/TimeThumbnailDimensionsUserComment
current15:32, 6 October 2008Thumbnail for version as of 15:32, 6 October 2008378 × 484 (15 KB)commons>NeD80{{Information |Description= This is a demonstration of how Quake was able to do real-time 3D rendering on a 50-75 MHz Pentium PC. The secret is that the map data is preprocessed to find polygons outside the map that the player will never see. Those hidden

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