- Line drawing via DDA and Bresenham
- Basic Cohen-Southerland Clipping in 2D
- drawing of triangles (including basic fill)
- a Z-Buffer (at least I have already set up the basics)
- clipping in homogenous clip space
- simple scene-graph
divide all the pipeline elements into pipeline stages. Each stage has access to some renderstate and does only execute on some defined input. As a consequence one would get something similar to vertex and fragment programs and a non-fixed function pipeline. But of course this is only some thinking and I should better get things set up before reasoning about making it most flexible.
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