Better triangle winding math than nvidia. oh wow works been really busy these days. i havent had much time for code. its also kinda tiring. Since we aren’t working with a ton of computing power, the most important development is that i’ve managed to build an evaluation engine that works in 1 cycle and does very fast triangle winding checks, all without doing any complex math. The evaluation is quadrant based, where 2 vertexes are defined against the other vertex, and their quadrant properties are evaluated and compared against known examples, with 3 of these happening simultaneously at once to deliver rapid winding testing. Hire me nvidia.
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