It has begun. Transforms are being performed on each individual object.
This is presented as 2 mesh objects, one with 20 faces (60 vertices) and one with 2 faces (6 verticies)
Each face can have it’s own color, and in the future texture map.
Just wait until I have flat shading and code ported to RLP.
Funny, I did just the same yesterday evening on the Hydra! I’m working on a flood fill algorithm now, but don’t know if flood filling will be the fastest way.
@ WouterH - For realtime rendering you should be looking at using a scanline polygon fill.
Basically using the bresenham algorithm you step pixel by pixel down the two sides of the polygon and draw a line between the two opposing points. This can be nicely optimized because you know the start and end X coordinates and Y is the same so rahter than filling pixel by pixel you can word fill and only special case the start an end which migt not be on a word boundary. Of course when the triangle is rotated, one of the sides ends before the other, at that point you just swtich to the next line can continue.
I have attached a primitive drawing to help explain.
Awesome man! We should really start combining efforts instead of us developing in parallel we could have the whole thing knocked out quick thanks to the time zone difference we can pack a lot of hours into a day.