| Commit message (Collapse) | Author | Age | Files | Lines |
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vertex attributes were not being updated after clipping
with their corresponding work rectangles, nor when
reordering the points before rasterization, which caused
serious artifacts.
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it's possible for interactive programs to keep updating
the geometry of the scene during rendering, which caused
primitives to look deformed or shattered in the final
image.
to avoid this we take a snapshot of the current state of
things (scene and camera), and render based on that copy.
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mixed up CLIP[TB] and the slope was being computed as
an integer division, which caused artifacts.
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also got rid of the dependency on OBJ for the entire renderer,
instead letting the user load a Model from any given OBJ. this
modularity will allow for other formats to be used in the same
way, relying on a single, internal representation for the
entire pipeline.
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