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Software Rasterization

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To better understand the rendering process, I implemented a simple software renderer. This was heavily inspired by this Advanced Rasterization article, so it uses a fast half-space rasterizer.

Hellknight with flat shading and texture maps

At this point, my code supports Z-Buffering, texture mapping of TGA textures (perspective incorrect for the original playstation feeling ^^), and a flat shading model. It currently renders the Hellknight with about 60 FPS, so it runs well in realtime although i have not done any extensive optimisation. In principle, it supports linear interpolation of arbirary varyings along a triangle, so the shading could be quite general (and user definable), but I don't have the intention to dive too deep into that. I will release the sourcecode here as soon as it has reached a presentable state.

Last Updated on Tuesday, 12 January 2010 19:36