Software rendering in 500 lines of bare C++
1–10 of 83 posts
Re: Software rendering in 500 lines of bare C++
#2Re: Software rendering in 500 lines of bare C++
#3I jumped when the first image loaded on the page.. didn't expect that.
Personally I’d have gone with a teapot as my demo but I don’t see anything shocking about the model the author chose.
Re: Software rendering in 500 lines of bare C++
#4Re: Software rendering in 500 lines of bare C++
#5https://github.com/kshitijl/tinyrenderer-rs
if anyone is interested! The repo has lots and lots of in-progress screenshots so you can see the renderer come to life, plus all the hilarious visual bugs along the way.
I learned a lot! My biggest lesson, other than the specifics of how rendering works, was that modern CPUs are really fast: a single-threaded CPU renderer can definitely run an interactive 3D game with some fancy special effects.
Re: Software rendering in 500 lines of bare C++
#6I jumped when the first image loaded on the page.. didn't expect that.
mbappe'?
Re: Software rendering in 500 lines of bare C++
#7I wish we could have just one of these tutorials properly cover the concern of triangle clipping. This is the part that I struggle with the most in a software renderer. If you are going to be building a practical one, this is something you will eventually have to deal with, even for super basic scenes. Any time geometry intersects the view frustum you need to clip those triangles.
Re: Software rendering in 500 lines of bare C++
#8An error occurred: API rate limit already exceeded "
Re: Software rendering in 500 lines of bare C++
#9I wish we could have just one of these tutorials properly cover the concern of triangle clipping. This is the part that I struggle with the most in a software renderer. If you are going to be building a practical one, this is something you will eventually have to deal with, even for super basic scenes. Any time geometry intersects the view frustum you need to clip those triangles.
Re: Software rendering in 500 lines of bare C++
#10I wish we could have just one of these tutorials properly cover the concern of triangle clipping. This is the part that I struggle with the most in a software renderer. If you are going to be building a practical one, this is something you will eventually have to deal with, even for super basic scenes. Any time geometry intersects the view frustum you need to clip those triangles.
There are examples in the open source version of my rasterizer: OpenSWR.org.