I have a whole chapter on that! https://gabrielgambetta.com/computer-graphics-from-scratch/1...
I bought and I am reading through your book as I build a sw rasterizer. On the chapter of clipping, it was not entirely clear to me how many planes you clip against and how many triangles result.
Presumably if you clip against all 6 planes, you get 3+6-2 = 7 triangles in the worst case, which is kind of annoying. However, if you're going to use the AAAB triangle raster method as described in this HN post, then it seems there's no need to clip against left/right/top/bottom planes of the frustum, since it is simpler to just clip the screen-space AABB of the triangle instead. So one just needs to clip against near/far. This is simpler and faster.
I was curious if you had given any thought on that, or if you plan on working on a second book with more details on these nuances.
Sorta unrelated but I really enjoy (I don't want to use the past tense as I often refer back to it) your article on Emulator Backed Remakes (https://gabrielgambetta.com/remakes.html). Thanks!