by LordHavoc » Fri Apr 26, 2013 6:11 am
Software Quake recurses the brush model polygons down the world bsp tree and deletes the parts that end up in solid, this is why level designers encounter limits on how many brush model polys they can have on screen at once in software Quake, it can only handle so many.
In other words - it fixes the zfighting by bruteforce polygon clipping, otherwise it would have suffered the same fate.