The Polymost renderer in ZDoom could only render world geometry, either in wireframe or in solid colors. It could be tested by setting r_polymost to 1 (wireframe), 2 (solid colors with wireframe) or 3 (solid colors without wireframe) in the console.
- It was overlaid on the software renderer output. In wireframe mode, it was still playable; but in solid colors mode, the polygons masked the normal view entirely, rendering actors invisible.
- Since it was part of the software renderer, if you use the OpenGL renderer from GZDoom or Skulltag, this would have had no effect.
The two screenshots illustrate the difference between Doom's horizontal projection and the true 3D perspective of polymost.radians. Positive values tilted the angle clockwise, negative values tilted it counter-clockwise. With an approximation of π (positive or negative), the projection was upside-down.