> The same way you'd port it to SNES-- software rendered polys using raw CPU power. > Polygon games existed before hardware rendering did, after all. Stellar 7 on Apple > and later PC is a great example. > > I'm uncertain if the 32X actually did have straight polygon rendering support, or if > it had to be done through custom engine code, but either way there were a number of > polygonal games on the 32X-- including Star Wars Arcade and Virtua Fighter.
32X had an RLE framebuffer mode, so you only have to plot the pixels at the locations where the color changes on each scanline. That significantly reduces the amount of work needed to do flat-shaded 3D. (The CD-i and Apple IIgs had similar modes).
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