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* implement perspective-correct attribute interpolation.rodri2024-02-071-13/+146
| | | | | | | | | also committing unfinished code for the clipping algorithm. references: - Kok-Lim Low, “Perspective-Correct Interpolation”, 2002 - https://www.scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation/perspective-correct-interpolation-vertex-attributes.html - https://www.rose-hulman.edu/class/csse/csse351-abet/m10/triangle_fill.pdf, p. 23
* document part of the pipeline. prepare the grounds for triangle clipping.rodri2024-02-032-37/+82
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* only create existing indices during quad triangulation.rodri2024-02-011-24/+32
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* improve coordinate transformations and fix projections.rodri2024-01-315-93/+42
| | | | | also got rid of Deco. there's no point in having that, just deal with image(6) files.
* make the vertex shader process actual vertices.rodri2024-01-303-8/+5
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* update readme.rodri2024-01-301-0/+3
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* import the new renderer and clean things up.rodri2024-01-3013-225/+895
| | | | | | | | | | | | i integrated the renderer i've been developing on the tinyrend repo and got rid of a bunch of stuff that's no longer necessary. also began structuring things to fit the new interface i have in mind. there are still some artifacts with the projection xforms that cause issues with clipping and division by zero.
* use the system-wide libgeometry.rodri2024-01-261-3/+1
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* add a line clipping procedure based on the Liang-Barsky algorithm. (thanks ↵rodri2021-07-182-1/+64
| | | | jmi2k!)
* move the edge function out into libgeometry.rodri2020-07-051-30/+0
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* bring flat triangle rasterization back, with some goodies for future shading ↵rodri2020-06-294-1/+88
| | | | work. add uv coordinates to the vertex.
* transcribe macros into actual functions. remove unused memdraw code.rodri2020-04-282-37/+55
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* standalone version release.rodri2020-04-179-0/+904