Rendering the world
Rendering engine uses DirectX 7.0
First we need to find out what is the minimum data we need to draw. This is dependant on the ‘view frustrum’ …
To find the minimum area project the view frustrum down onto the x-z plane. …
Sort an array of indexes to the renderable data based upon the squares textures. This prevents texture ‘thrashing’.
Render front-to-back when possible(Z-buffer).
Render translucent materials last.