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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