-------------------------------------------- student : peggykuo graded by : Damian Isla problem set: ivscan -------------------------------------------- Renders 1st test (triangle) (0-3): 2 Renders 2nd test (rgb) (0-2): 2 Renders 3rd test (cube) (0-2): 1.5 Renders 4th test (interpen) (0-2): 2 Renders 5th test (ellipse) (0-2): 2 Renders 6th test (geekball) (0-2): 2 Exactitude (0-2): 2 total (0-15): 13.5 -------------------------------------------- notes: Good job Peggy! I found just two little problems with your renderer: 1) You were not correctly intializing the EdgeRec, in that you were not correctly adjusting the starting value of X to account for the starting point of the edge being off-pixel-center. i.e. the initial value of xcurr does NOT equal xstart, but rather xstart + epsilon (finding epsilon is the trick). Because what you REALLY want is the value of X at the level of the center of the next row of pixels. Since the edge probably starts below that level, you need to adjust X. Note that it is not JUST X that should be adjusted in this way, but also color and depth (and inverse depth). 2) I found when rendering the cube that some cracks appear between polygons that should be flush. This is probably a problem in your RenderScanLine() function in Scan.C. --------------------------------------------