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1

You can take a look at this project which implements a software render. This revision shows how to draw triangles (but filled with the same color). I modified triangle method so that it accepts 2 colors and draws gradient. void triangle(Vec2i t0, Vec2i t1, Vec2i t2, TGAImage &image, TGAColor c1, TGAColor c2) { if (t0.y==t1.y && t0.y==t2.y) ...


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Unity's built-in frustum and occlusion culling features work on a per-renderer level. They'll disable the rendering of whole objects that can't be seen, but they don't select individual triangles to cull out of a single mesh. In both your examples above, the full mesh will be processed by the GPU, because at least part of it is visible. The extra vertices ...



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