De mensen van Riva 3D hebben een klein artikeltje geschreven over de C van de TCL (transform, clipping and lighting) engine van de GeForce II, een feature die we waarschijnlijk ook te zien krijgen op de Ati Rage6.
Clipping is a process of eliminating surfaces and objects, and thereby polygons, from being rendered within a scene when they are hidden by other objects. Clipping is necessary for achieving playable frame rates in games. Without clipping, massive amounts of processing power would be wasted in rendering objects that you wouldn't see anyway. Imagine if it were necessary to render every object within a room if you were standing outside that room. Wasting that CPU time on unseen objects doesn't make sense, does it? Consequently, you'll get much faster frame rates by using clipping techniques within games.