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Write a C program that documents and simulates the graphics pipeline stages for a single triangle.
Requirements:
This vertex-to-fragment sequence is exactly what Vulkan, Direct3D 12, and Metal expose as explicit pipeline state objects, and what engines from id Tech to Unreal execute billions of times per frame. Getting the rasterizer's barycentric interpolation right here is a rite of passage before writing a software renderer like Pixar's historical REYES architecture.