Eevee wrote:I hesitate to ask such a can-of-worms-opening question, but what DOES Doom's renderer do with floors and ceilings that makes it incapable of this?
It maintains two one-dimensional arrays that keep track of where the ceiling and floor are, and these get updated as the scene is drawn. Snapshots of these arrays are also taken at each two-sided segs in order to do sprite clipping.
Doom also does a 2D walk through the BSP, so it wouldn't be able to draw something above a 3D floor and then below the 3D floor. This isn't terrible difficult to circumvent if you have GL nodes, but you still have to contend with sprite clipping and the arrays for the ceiling and floor.
I've
previously posted my views of incorporating Build features into ZDoom.