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swgl's Issues

4x4 pixel quads

Expanding pixel quads from 2x2 to 4x4 could open up the possibility of AVX2 or even AVX512 optimizations. The edge and gradient equations make this tricky, as well as cubemap sampling (they all set individual SIMD lanes, and fixing that exceeds my current understanding of the math behind software rasterization). One thing that would make this easier is to make QInt/QFloat classes so they could be replaced by Int16X/Float16X or something like that.

I would also like to poke again at issue #7 :)

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More permissive license

I would like to use a custom version of this library (with fog, ReadPixels, and some made-up extensions only possible in a software renderer) for a commercial product, and have no problem sharing my changes under a license like the LGPL, but the project's current use of the GPL makes it a non-starter. BSD or MIT would be ideal.

Weird blending and texturing problems in Serious Sam - The Second Encounter

There are weird blending and texturing problems in Serious Sam. Sometimes textures get darker, brighter or even change colors completely. Its possible that all these issues have the same cause.

First Map:
serious sam - weird

Technology Demo - Reflections. This whiteish veil isn't supposed to be there.
serious sam - weird2

Technology Demo - Lens Flares. Don't work at all.
serious sam - weird3

Technology Demo - Hall of Effects. The floor texture suddenly changed its apperance.
serious sam - weird4

dll download?

Would anyone have a build that they can share?
Also, a windows XP dll build would be great.... especially for the VirtualBox windows XP users, which dropped 3D support in 6.1

Dropped Fragments

The rasterizer sometimes drops fragments along edges of adjacent triangles, which result in visible cracks.
ut_droppedfragments

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