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## limitations
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- Some values, like screen resolution, are a compile-time option due to performance and simplicity, and can't change during runtime.
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- Though performance is high, due to multiplatformness it can't match platform-specific rasterizers written in assembly.
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- Proper near-plane culling (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.
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- Due to the limitations of 32bit integer arithmetics, some types of movement may be jerky.
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