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Long live mgl/sgl! The mention about hardware dedupe/filtering was more a hat tip to culling sub pixel triangles and early culling of obscured primitives that seems to happen on many chips these days :)


We tip our hat right back! It happens to be pixel-perfect for us in this context, and it's a large part of why we draw so efficiently. Oh, and I still have a working m3D-based system that plays SGL games under DOS!




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