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You're absolutely right about scanline rasterizers and GPUs, but scanline rasterization is very interesting historically. Most of the 1990s pre-GPU software ren
by exDM69 10y ago
You're absolutely right about scanline rasterizers and GPUs, but scanline rasterization is very interesting historically. Most of the 1990s pre-GPU software renderers did scanline rasterization, for example Quake and Thief had a pure software renderer.
Before GPUs, perspective correct texture mapping was the holy grail of 3d graphics because CPUs of the time were not fast enough to do all the divisions for each pixel, and lots of clever tricks were invented to work around this limitation. It's a bit of a shame that this article does not cover it, perhaps there's a part 2 in progress.
Here's a quick write up about Thief's engine https://nothings.org/gamedev/thief_rendering.html https://nothings.org/gamedev/thief_rendering.html
I've seen a similar piece on Quake but I can't find it now.