Could anyone comment even roughly on the amount of bits used inside rasterizer fixed point path of traversal and interpolation of attributes? i am finiding it difficult to
A) move the input into this process from floating point vertex attributes which have high dynamic ranges and
B) decide how many bits i should keep while traversing a sometimes large triangle
A) move the input into this process from floating point vertex attributes which have high dynamic ranges and
B) decide how many bits i should keep while traversing a sometimes large triangle