I wonder how hard it is to convert engine from floating to integer?
In general this is not a problem.
For quake this is different, because IIRC they used an FPU "trick" that allowed them to
do "free" texture perspective correction (that is, FPU computation of next Z while the bus
is busy to plot 8 pixels linearly interpolated). This trick was very platform specific, so it's
not surprizing if quake is hard to port.
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