Graphics Library for D
Ola Fosheim Grøstad" <ola.fosheim.grostad+dlang at gmail.com>
Ola Fosheim Grøstad" <ola.fosheim.grostad+dlang at gmail.com>
Wed Jan 8 17:37:07 PST 2014
On Thursday, 9 January 2014 at 00:20:00 UTC, Ola Fosheim Grøstad
wrote:
> Basically you partition edges into sub-pixel polygons and sort
> them. Then you calculate visibility and coverage before shading.
(note: this is not how REYES work for 3D, but I think it could be
adapted with good results for non-realtime 2D this way.)
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