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. Originally created by Dale Mahalko, Gilman, WI, USA. SVG version created by An29, Russia.
File:Quake_Vertex_Pruning_Preprocessor.PNG
Автор первоначальной работы: DMahalko (http://en.wikipedia.org/wiki/User:DMahalko). Автор SVG версии: An29 (http://ru.wikipedia.org/wiki/Участник:An29)