• Permanently under construction
  • Triangle rasterization: line sweeping
  • Gouraud shading, forgot to sort intensities
  • Z-buffer, forgot to sort z coordinates
  • Horizontal sort of two vertices splitting the triangle
  • Here are two examples of rounding errors creating holes in/between triangles:
  • Bad data parsing
  • Specular map
  • Texturing
  • Lighting
  • Bad camera
  • Voxels