If you did division for each scanline, you were running at 1/4th of the speed at most - division was that expensive on 386-Pentium, not to mention other platforms, where CPU's could not even have hardware div.
> Generally speaking, game programmers will do whatever it takes, and painstakingly optimizing algos down to minimum processor operations has always been pretty common in the field.
I am not even talking about crazy optimizations (like using intel's x86 half register to do ghetto fixed point), I am talking about common sense stuff.
I, frankly, do not understand what you and jblow read into this other than what I said.
"Nobody really wrote software rendering like that beyond CG classes".
I read this as a claim that nobody in general wrote software renderers. When by "like that" you just meant using the specific techniques he used.
That said, I still have to disagree, in the sense that, to get to a fast software renderer, you start with a slow software renderer. Nobody does all the crazy optimizations a priori ... so stuff like a divide per pixel was common, say. Calling trig functions in inner loops is of course goofy, but my presumption is that in the next step of refinement those would be lifted out of the loops, because that is the way things are always done.
It enforces the stupid idea, that you rasterize 2D triangles for a 3D renderer. People, who think this way are then completely shocked and mystified as to why there is perspective distortion to the surface attributes.
And then, on 2D triangles, it enforces a bizarre notion that a triangle is not flat, so the surface attributes gradients can change from scanline to scanline.
Yeah, .. but no. Depends on what era you're talking about I guess.
When I wrote my first low-level rasterizer + basic 3D poly engine-ish-thing in 1998, I honestly wouldn't have considered for a second to do a division per scanline. An integer add was one tick, a mul was 3-10 (iirc), but a division was 10-40 ticks. Depending on what point you start considering the optimizatons "crazy", yes, had I known (and cared) about perspective correct shading back then, I would have started designing the algorithm, a priori (which for me usually meant on grid-paper) hunting for some way of faking a sufficiently accurate reciprocal using adds, shifts and at most 2 muls (per scanline, cause per pixel even a single mul was madness, obviously). With what I knew back then, probably go for a 2nd degree polynomial that might be sufficient to at least give the impression it was doing better than naive bilinear? :) Had I been aware of Carmack's (objectively crazy) inverse sqrt hack, I would probably have started looking in that direction (abusing the IEEE float spec on the bit level woohooooo).
Sure you could write a perspective correct triangle rasteriser with a div per scanline, and it would be too slow, it would be a nice theoretical proof of concept, but it would also be kinda useless if it turned out you couldn't make the above crazy hacks run fast enough. They were a real hurdle that had to be crossed or you might as well not bother. Also, why save the fun stuff for last? ;-)
Just curious, what's this and how does it work?