Fabian Sanglard, the author of an article describing the rendering process of classic Doom a few weeks ago, is back. This time, he plumbs the depths of the recently released iPhone Doom source code. Unlike the last article where he simply dissected the renderer, he now goes into quite a bit of depth on many of the different aspects of the source, including the new main game loop, the new OpenGL renderer, and more. Like the last article, there are nice little Quicktime videos that show a single frame being rendered.
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By AlexMax
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