- Triangles provide barycentric coordinates, thanks to which practically anything that can be achieved with OpenGL can be achieved (texturing, shading, normal-mapping, texture fitering, transparency, PBR, shadow mapping, MIP mapping, ...).
- There is a near plane, but a proper culling by it (subdividing triangles) is missing. You can either cull whole triangles completely or "push" them by the near plane. These options are okay when drawing a models not very close to the camera, but e.g. 3D environments may suffer from artifacts.
- Due to the limitations of 32bit integer arithmetics, some types of movement (particularly camera) may look jerky, and artifact may appear in specific situations.
- Seeing buggy triangles flashing in front of the camera? With the limited 32bit arithmetic far-away things may be overflowing. Try to scale down the scene. If you also don't mind it, set `S3L_STRICT_NEAR_CULLING` to `1` -- this should probably solve it.
- Seeing triangles disappear randomly in sorted modes? This is because the size of the memory for triangle sorting is limited by default -- increase `S3L_MAX_TRIANGLES_DRAWN`.
- Sorted mode sorts triangles before drawing, but sometimes you need to control the drawing order more precisely. This can be done by reordering the objects in the scene list or rendering the scene multiple times without clearing the screen.
## license
Everything is CC0 1.0 + a waiver of all other IP rights (including patents). Please share your own software as free and open-source.