Okay here's an easy one: Can anyone write or describe the fastest way to

rasterize a triangle, where it need to be expanded for interpolation

techniques such as g. shading and z-buffering?

Remember we are talking FAST.

Okay here's an easy one: Can anyone write or describe the fastest way to

rasterize a triangle, where it need to be expanded for interpolation

techniques such as g. shading and z-buffering?

Remember we are talking FAST.

It's a long shot but hey...

Do you have some pure delphi/pascal code to 'render' a triangle to a

frame buffer.

Something like:

procedure TetraClip

(X1,Y1,

X2,Y2,

X3,Y3,

ClipX1,ClipY1,

ClipX2,ClipY2 : Integer;

Color : Byte;

FrameBuffer : pointer );

If it has sub pixel accuracy that would be a bonus.

If no one replies I will end up reverse enginering some assembler code

:) from the 80486 days :)

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