The lost art of 3D rendering without shaders
This is a good tutorial, but it's important to note that scanline rasterizers are <i>not</i> how GPUs (or even high-performance SIMD software implementations) work. Instead, they use barycentric coordinate sign tests for better parallelism and "free" interpolation.<p>A good explanation on this is Fabian Giesen's: <a href="https://fgiesen.wordpress.com/2013/02/06/the-barycentric-conspirac/" rel="nofollow">https://fgiesen.wordpress.com/2013/02/06/the-barycentric-con...</a>