A big part of the total rendering time is spent on clearing the color buffer with a sky color. This could be made faster by not filling blocks of pixels that will be fully covered by 3D objects according to the occlusion system. Then the color buffer is cleared using a method sending callbacks for pixel regions to fill, which can be optimized to reduce the number of rectangular regions.
This can also be used to draw a much more realistic sky when there are not too many overlapping pixels to fill.
A big part of the total rendering time is spent on clearing the color buffer with a sky color. This could be made faster by not filling blocks of pixels that will be fully covered by 3D objects according to the occlusion system. Then the color buffer is cleared using a method sending callbacks for pixel regions to fill, which can be optimized to reduce the number of rectangular regions.
This can also be used to draw a much more realistic sky when there are not too many overlapping pixels to fill.