Hmm a 3D related question out in the open.?.. ok fine by me

One can debate forever if it is worth the HOLE lot of extra trouble it is to get pixel perfect polys and compare that to the extra polycount or framerate you get if you just accept some dropouts..
But i guess for a racing game it doesnt matter that much, but for a "Tomb raider" it might.
(cf Ps1).
So.. Bresenham.. when i sat down with it and did some comparisons if a line goes from upper right to down left in a polygon, the polygon that gets below it, its rout will fill over large portions of the already drawn upper poly!... ?... for flat polys this might not matter much, you will never get dropouts for sure, but for example if you use textures, you will loose allot of textures from upper poly when the lower one paints them over.
What you need is a "Fill convention" ...you need to descide to have, for example, a "top-left" fill convention, where you "round up" your scanline startingposition on the top & left side of your poly, and round down on bottom& right.
check out Chris Heckers article on Perspective Texturemapping at
http://www.d6.com/users/checker/misctech.htmHavent realy checked my old rout with a lupe, but i think it looks rather ok (?) ..16.16 math it fits the blitter nicely (with its fractional pixelstart positions). it will automatically deside if the blitter should draw the pixel or not and handle the fraction->screen-integer-pixel-position truncation for you.
Perhapps there is an easier way to do this altogether, if someone knows please let me know =)
cheers
/Sym