SprueKit

Finally got software rendering hooked up and not outpaced by a slug. There’s actually a surprising derth of information on conservative rasterization in a software rasterizer and most of the GPU material doesn’t quite line up (or is a headache).

Rendering depth maps of arbitrary 3d meshes is pretty cool for a texture pipeline. Can use the depth maps for everything from embossing/carving to generating random wine-bottle label stickers based on meshes of actual in-game fauna.

That last one makes me realize I need to add some nodes for LUT translations, especially randomly selected gradient ramp LUTs.

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