code wiki / _hdl_build / nx_depth_tri_gate.nx
nx_depth_tri_gate.nx
buildroot/runtime/_hdl_build/nx_depth_tri_gate.nx
about
nx_depth_tri_gate.nx -- proves the Z-BUFFER: overlapping triangles resolve OCCLUSION order-independently.
Two big triangles both cover the center pixel: NEAR (z=100, RED) and FAR (z=900, BLUE).
T1 depth-on: far-then-near frame == near-then-far frame (occlusion is ORDER-INDEPENDENT).
T2 the overlap pixel shows the NEAR triangle (red), not the far one -> the depth TEST actually occludes.
T3 NEG-CONTROL painter's (depth-off): far-then-near != near-then-far (draw order matters) -> the depth
test in T1 was load-bearing, not a no-op that trivially always matches.
Artifact: knowledge/nx_depth_tri.ppm (depth-on far-then-near). license_tier: ORIGINAL expect_exit: 0
dependencies 4 imports · 0 importers
imports: nx_syscalls.nxnx_image.nxnx_depth_tri.nxnx_png_write.nx
imported by: nobody (leaf or entry point)
call flow from main pre-order; caps 40 nodes / depth 6 declared; ↻ = already shown
structs
| none |
consts
| none |
functions
| 13 | func hw(s: *u8) -> i64 { var n: i64=0; while s[n]!=(0 as u8){n=n+1} sys_write(1,s,n); return 0 } |
| 14 | func pn(v: i64) -> i64 { let t: *u8=sys_mmap(24); var m: i64=v; if m<0{sys_write(1,"-" as *u8,1);m=0-m} var k: i64=0; if m==0{t[0]=48 as u8;k=1} while m>0{t[k]=(48+(m%10)) as u8;m=m/10;k=k+1} let b: *u8=sys_mmap(24); var j: i64=0; while j<k{b[j]=t[k-1-j];j=j+1} sys_write(1,b,k); return 0 } |
| 16 | func img_black(fb: *Image) -> i64 called by 1: main |
| 23 | func img_diff(a: *Image, b: *Image) -> i64 called by 1: main |
| 33 | func main() -> i64 |