I'm working with a renderer that can draw perspective-corrected polygons, but it doesn't have a zbuffer. Can you recommend a method to render a world with relatively few errors (which is also fast and doesn't just subdivide to hell and z-sort the results)
Awesoken at
Re: zbufferless rendering
It will be difficult to mix in sprites without a Z-buffer. Perhaps the simplest method is to use a BSP for perfect sorted polygons, a cover-buffer for hidden surface removal (HSR), and write-only to the Z-buffer during world rendering. Another method is to rasterize the polygons to horizontal strips first, and then merge / sort the strips - essentially reducing it to a 1D problem. You could also try reducing the polygons to trapezoids (either horizontal or vertical). Trapezoids are a little easier to intersect than polygons.