Instant Arcade<p>Using my barycentric coordinates to implement vertex color interpretation.</p><p>I can use the same alpha, beta, and gamma values for depth buffer calculations, so I can have good looking intersecting triangles.<br><a href="https://leds.social/tags/maker" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>maker</span></a> <a href="https://leds.social/tags/leds" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>leds</span></a> <a href="https://leds.social/tags/gamedev" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamedev</span></a> <a href="https://leds.social/tags/gamemath" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>gamemath</span></a> <a href="https://leds.social/tags/cplusplus" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>cplusplus</span></a> <a href="https://leds.social/tags/microcomteollers" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>microcomteollers</span></a> <a href="https://leds.social/tags/esp32" class="mention hashtag" rel="nofollow noopener noreferrer" target="_blank">#<span>esp32</span></a></p>