TinyRenderer: implement triangle clipping against near-plane
TinyRenderer: implement texture UV-repeat by default (instead of clamp(0,1))
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@@ -18,5 +18,8 @@ struct IShader {
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void triangle(mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix);
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void triangle(mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex);
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void triangleClipped(mat<4,3,float> &clippedPts, mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, const Matrix& viewPortMatrix);
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void triangleClipped(mat<4,3,float> &clippedPts, mat<4,3,float> &pts, IShader &shader, TGAImage &image, float *zbuffer, int* segmentationMaskBuffer, const Matrix& viewPortMatrix, int objectIndex);
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#endif //__OUR_GL_H__
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