"MazeWizzard" wrote:
I know this thread is a bit old, but since triangles are so common I thought I'd relay what I think is an important point...
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It's slow in B.Script though. I wrote a simple one a year or two ago, but it wasn't fast enough for my needs so I abandoned it. Maybe you'll do better. Once you have the shape, you can always put it in a texture and blit it quickly...until you need to "reshape" it. Then you re-compute.
Thank you for chiming in. Thread is not too old, i have neither solved, nor given up on the idea i have (just haven't got developing on it - i have small list of things i work on, on and off).
I did think of scan-line rasterizing (it's not hard but will have to be careful with degenerate cases, like all 3 vertices on same horizontal line + alpha blending). Initially i was concerned that when i am working in non-native resolution (say if i use roScreen is 854x480 when player is in 720p or 1080p mode), that will lead to triangles turning into horizontal stripes, with gaps forming between the horizontal lines i draw due to zooming. I did not find discussion anywhere how the scaling is done - it could be vector or bitmap-wise, with different outcomes. I still don't know for sure and since it is not documented, it can potentially change (?!).
But performance is my biggest concern - as an idea of speed i would hope to be able to draw something like this spinning tetrahedron:

My gut feeling is line-by-line won't be able to. Was your routine close to such speed, ballpark?