Rasterizing triangles is a nightmare, especially if performance is a goal. One of the biggest issues is getting abutting triangles to render so you don't have overlapping pixels or gaps.
I did this stuff for a living 30 years ago. Just this week I had Deep Think create a 3D engine with triangle rasterizer in 16-bit x86 for the original IBM XT.
> One of the biggest issues is getting abutting triangles to render so you don't have overlapping pixels or gaps. > I did this stuff for a living 30 years ago.
So you did CAD or something like that? Since that matters far less in games.