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Add rasterization conventions
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s3l.h
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s3l.h
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@ -64,6 +64,20 @@
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Coordinates of pixels on screen start typically at the top left, from [0,0].
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Rasterization rules are to be the same as in OpenGL or DirectX:
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- Pixel centers are at integer coordinates.
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- Pixel is rasterized if its center is inside the primitive (e.g. a triangle)
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OR
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if its center is exactly on the primitive's side, which is either left
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(no exactly horizontal and on the left side of triangle) or top (exactly
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horizontal and above the other two edges)
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These rules imply e.g.:
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- Triangles of points that lie on a single line are not rasterized.
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- A single "long" triangle can be rasterized as non-continuous.
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*/
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#ifndef S3L_H
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