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Scanline rendering
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==Similar techniques== A similar principle is employed in [[tiled rendering]] (most famously the [[PowerVR]] 3D chip); that is, primitives are sorted into screen space, then rendered in fast on-chip memory, one tile at a time. The [[Dreamcast]] provided a mode for rasterizing one row of tiles at a time for direct raster scanout, saving the need for a complete framebuffer, somewhat in the spirit of hardware scanline rendering. Some software rasterizers use 'span buffering' (or 'coverage buffering'), in which a list of sorted, clipped spans are stored in scanline buckets. Primitives would be successively added to this datastructure, before rasterizing only the visible pixels in a final stage.
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