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You just store the last highest Y value as you iterate near to far?
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This is true.

I vaguely remember there was something about the VGA architecture of the day that made this approach much slower, but I might be misremembering. My recollection of it is fuzzy. I'm hoping someone will chime in to remind me what I might be thinking of.

It might also just have been that this approach didn't work well with my lookup table optimization (see my other post).

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I imagine that far map squares are more than one pixel wide so that read is amortized. Not so if going vertically.
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