Rasterized Trifill (works with transparency) Uses Time per cycle rather than Tris Per Second as it is more useful in knowing how many triangles can be onscreen at once without causing major performance issues Any triangle can be divided into 2 triangles, one with a flat bottom, and the other with a flat top. Both of which are easily and quickly able to be drawn scanline by scanline.
code by me, based off concepts from http://www.sunshine2k.de/coding/java/TriangleRasterization/TriangleRasterization.html#algo3 can be optimized by removing lists and stuff, but it is better for readability in this demo, so I won't change it yet