Chris Hecker's articles on building a perspective correct texture mapper were awesome. In the late 90s, I used these articles to build a software renderer from the ground up in assembler and then added bilinear filtering at no additional charge.
It was dancing on a Nintendo 64 at the time. Sadly, while it went on to get used in a couple obscure games, the HW company for which I created this went belly-up.
It was dancing on a Nintendo 64 at the time. Sadly, while it went on to get used in a couple obscure games, the HW company for which I created this went belly-up.