I suspect this could be done in reverse, for a profitable speedup.<p>So that is to say, by following the painter's algorithm (far to close), we draw a lot of pixels over and over again. If the closer terrain is rendered first (reverse painter's algorithm), fewer pixels have to be filled for the farther terrain. In some cases, none at all.<p>The basic premise is this: an element of the color/height map which is farther from the viewer will never occlude an element which is closer, regardless of its relative height, and regardless of the perspective projection. The elements of the map are colored, vertical columns. A column farther from the viewer cannot occlude a closer column.<p>Suppose our task is to render exactly two arbitrary elements into an empty frame buffer. We can confidently render the closer one first, and then render the farther one, painting the "pillar" from top to bottom, until we are about to hit a pixel which has already been colored. All those early breaks out of the column-painting loops can be expected show a marked speedup.<p>I'd be surprised if the 1992 game didn't do it that way; they were squeezing every cycle they could get out of 386 and 486 boxes.