I wish I had the time to do this, but it looks like it would be relatively simple to modify render_rasterize.cpp [0] to do perspective-correct texture mapping [1]. I also wonder if going for a scanline approach [2] would be faster than iterating over the whole screen calculating barycentric coordinates?
I wish I had the time to do this, but it looks like it would be relatively simple to modify render_rasterize.cpp [0] to do perspective-correct texture mapping [1]. I also wonder if going for a scanline approach [2] would be faster than iterating over the whole screen calculating barycentric coordinates?
[0] https://github.com/bernhardstrobl/Pico3D/blob/main/engine/re...
[1] https://gabrielgambetta.com/computer-graphics-from-scratch/1...
[2] https://gabrielgambetta.com/computer-graphics-from-scratch/0...