Dawoodoz / DFPSR

Fast realtime softare rendering library for C++14 using SSE/AVX/NEON. 2D, 3D and isometric rendering with minimal system dependencies.
https://dawoodoz.com/dfpsr.html
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Relative padding for isometric camera frustums #77

Closed Dawoodoz closed 1 year ago

Dawoodoz commented 1 year ago

Because the padding for isometric frustums were in absolute units, zooming in to something extremely small scales caused integer overflows in triangle rasterization, because 0.1 units suddenly corresponded to billions of pixels on the screen. With the new relative padding of 1%, one should be able to zoom in to microscopic levels without getting broken triangles.