This file is part of a glorious rescue mission: migrating ancient code from the dusty vaults of the internet to the shiny halls of GitHub.
This code has been preserved as faithfully as possible, warts and all. All code contained herein is original code written by Paul Nettle unless otherwise noted.
Source code for an experiment in accurate software rendering with persepective correct textures and w-buffering. Every 3D programmer has their own way to render polygons. Some are accurate, some are fast, some are both.
The enclosed source files are fully commented and describe the method that I've always used for rendering polygons in software. An emphasis is placed on accuracy, with as much speed as possible. Inside the source, you'll find comments that explain the pitfalls of such a goal, and how to overcome them.
This is a must for anybody that wants to understand rendering at a lower level.
This repository includes:
- Original source code with minimal modifications
- Historical comments and design choices, preserved for posterity
- A fresh coat of licensing and documentation (hello
LICENSEandREADME.md!) - Possibly some delightful quirks from a bygone programming era
The code is now released under the MIT License, unless stated otherwise. You are free to use, modify, and redistribute it.
Note: Original copyright notices from the author have been retained for historical context.
This code is vintage. That means:
- Expect odd formatting, outdated conventions, and maybe even some nostalgia.
- It might not compile or run without some TLC.
- There's zero warranty, and it may bite. You’ve been warned.
Because history matters. This code is a snapshot of how things were done back then—and in some cases, how they’re still done today. Think of it as open source time travel.
Happy coding!
— Paul