runs smoother with turbowarp: https://turbowarp.org/975711094?fps=240&hqpen move the purple circles to indicate the corners of the quad to fill (be sure not to approach another corner within 20px, otherwise both corners will snag into each other) granularity - how many lines to draw in the shape (granularity 2 will draw a line in the middle of the quad, separating it into two equal parts) size - pen size (can compensate for low granularity, in events where lerp calculations are, by some random event, too expensive)
thanks to basic maths for making this possible like literally the function is just lerp(a, b, m) = a + (b-a)*m project idea: - texture map system, in order to texture a quad that is being rendered (each pixel changes its colour depending on its relative lerp coordinates)