When working on my home rasterizer i noticed that i shade
all the triangles then later clip it (so i do a lot of unnecessary shading)
This is becouse shading is done in world space (when i move models
relative to the lights - all this is done in world space)
.. but as i said it seem to by unnecessary to shade all the triangles tahat
goes dead (filteres out) later - so maybe i could revrite it to do lazy shading
(count only alive set of triangles then back and shade them)
I m curious if modern engines (like ogl etc) use this concept or they
shade everything in brute force before the clipping tests?