-------------------------------------------- student : shishir graded by : Damian Isla problem set: ivscan -------------------------------------------- Renders 1st test (triangle) (0-3): 3 Renders 2nd test (rgb) (0-2): 2 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): 2 total (0-15): 14 -------------------------------------------- notes: Good job, Shishir! Your renderer works really well. I just found two problems: 1) Linearly interpolating Z in screen space is wrong. You needed to instead use linearly interpolated values of h in order to correcly gauge depth. 2) Good job in recognizing the subtlety of setting up the initial value of xcurr -- i.e. that you have to adjust the value of x (and depth and color etc) to be the correct value at the next scan-line. However, to be REALLY accurate, you have to do this same sort of operation again in the RenderScanLine() function when you're interpolating along a scan line! i.e. you can't take curcolor to be equal to first_Edge->curColor, but rather you have to find the correct interpolated value at the center of the first pixel you're going to light. --------------------------------------------