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srp
software rendering pipeline
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Why compute these two edge vectors twice?
Are rasterization rules working? Rough equality here?
fix rasterizer to accept both cw and ccw vertices and add correct frontFacing here!
fragCoord should be window-space: see https://www.khronos.org/opengl/wiki/Fragment_Shader#Inputs
SRPfsOutput.fragDepth may be set to 0 manually by the user
Now using only filteringModeMagnifying; how to know if texture is magnified or minified?
Too many conditionals?
wrappingMode is untested!