-------------------------------------------- student : jpearce graded by : Kari Anne Kjolaas problem set: ivscan -------------------------------------------- Renders 1st test (triangle) (0-3): 2 Renders 2nd test (rgb) (0-2): 1 Renders 3rd test (cube) (0-2): 2 Renders 4th test (interpen) (0-2): 1 Renders 5th test (ellipse) (0-2): 2 Renders 6th test (geekball) (0-2): 2 Exactitude (0-2): 1 total (0-15): 11 -------------------------------------------- notes: The pixel-lighting rule presented in lecture (in which a pixel is lit only if its center falls within the polygon) was not obeyed. For each pixel that you light up, you want to take the values of color and depth at the CENTER of the pixel you're considering. So, if the starting X of an edge does not happen to be at the center of a pixel, you need to adjust the starting values of h and color to find their correctly interpolated values at the center of the first pixel. Linearly interpolating Z in screen space is wrong. You needed to instead use linearly interpolated values of h in order to correcly gauge depth. --------------------------------------------