New answers tagged software-rendering
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In some ways, rasterisation is the opposite problem to raytracing. In raytracing, you know which pixel you are testing, and you have to find the triangles that are hit by the ray through it. In rasterisation, you have information about a triangle and you need to find which pixels it covers.
Basically, the vertices describing the triangle are projected into ...
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Depth Buffer is not as fancy as ray tracing, it's just a simple sort of Z values from objects.
One of many types of information you send to the GPU are postions (x,y,z), after the data is in VRAM (Video Ram) each z value that a pixel intersects is taken in consideration. Something like this:
for every polygon in the polygon list in VRAM
if polygon ...
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