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* interpolate every vertex attribute when clipping and during rasterization.rodri2024-02-251-2/+8
| | | | added parameters necessary to implement the Phong shading model.
* add initial support for OBJMaterial properties.rodri2024-02-211-1/+5
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* pass an entire entity to the shader unit. fix a bug in cliptriangle.rodri2024-02-141-1/+1
| | | | | | | | | | an entity is passed instead of a model so we can access its frame of reference to perform the model-to-world transformation. the bug in cliptriangle was due to sd[01] being declared as static which, when rendering multiple entities, was causing d0 = d1, which led to division-by-zero.
* lay out the grounds for a scene renderer.rodri2024-02-131-7/+25
| | | | | | also fixed an issue with cliptriangle() where an entire tri would get discarded if all its vertices were outside the frustum.
* completed homogeneous clipping procedure.rodri2024-02-121-0/+41
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* improve coordinate transformations and fix projections.rodri2024-01-311-5/+2
| | | | | 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.rodri2024-01-301-2/+1
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* import the new renderer and clean things up.rodri2024-01-301-35/+102
| | | | | | | | | | | | 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.
* add a line clipping procedure based on the Liang-Barsky algorithm. (thanks ↵rodri2021-07-181-0/+1
| | | | jmi2k!)
* bring flat triangle rasterization back, with some goodies for future shading ↵rodri2020-06-291-0/+14
| | | | work. add uv coordinates to the vertex.
* transcribe macros into actual functions. remove unused memdraw code.rodri2020-04-281-7/+33
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* standalone version release.rodri2020-04-171-0/+42