| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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also fixed an issue with cliptriangle() where an
entire tri would get discarded if all its vertices
were outside the frustum.
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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
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also got rid of Deco. there's no point in having that,
just deal with image(6) files.
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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.
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jmi2k!)
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