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OpenGL allows GPUs to approximate a triangle's maximum depth slope which prevents a number computationally expensive instructions. On my machine, this gives me +6% FPS in Quake III. We are able to reuse `render_bounds` here since it is the containing rect of the (X, Y) window coordinates of the triangle, thus its width and height are the maximum delta X and delta Y, respectively. |
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CMakeLists.txt |