⚠️Try Turbowarp (Hqpen, 60p): https://turbowarp.org/1315315682?hqpen&fps=60 I think I've made a brand new rendering technique, it's not raster/BSP. When you clip a triangle that is not parallel to xy plane, with a fixed z, you will get a line. And from perspective, multiple clips will give you parallel lines in 2d, so you can break a triangle into multiple segments that each segment is parallel to xy plane and all segments combined forms the triangle without gaps or intersections. And since segments are parallel to xy plane, so for multiple triangles, you can merge-sort the ordered segment groups to get perfect triangle intersections! This also have a great side effect, because they don't overlap at all, so you can render transparent triangles without fast tri-fill patterns! But that's theoretically, actually there's stripes even with Hqpen... but honestly that's not quite visible with 1px res, the major problem is weird triangle edges, I'm already satisfied with that, though. n triangles -> Processing (merge sort bottleneck): O(n*(w+h)/res*log(n)) Rendering: O(n*(w+h)/res) segments Will turn this into a full engine soon... (btw last project was 1.5year older...) #3d #merge-sort #z #depth #sorting #transparent #transparency #hqpen (kinda related, but tag spam is real)