I am creating a 3D renderer in Java but I have a problem when trying to render the polygons with a solid color fill. It works perfectly fine but every so often it's tearing but I'm not sure whether it is because the algorithm is inefficient or if it's something else because it's only at the vertices's it is tearing. Here is a picture:
Wireframe:
You can see that near the vertices's or rather points of the polygons it tears. I'm storing the color of the pixels in a 2 dimensional array and then cycling through it and rendering them. It still tears even when I make the polygon's really small so I don't think it's a performance problem. I use the Bresham algorithm and store the pixels in a 2 dimensional array then in the polygon I get the pixels and make them into one big array which I cycle through down the y and then across the x until I hit a pixel. That is set as beginLine and then the last one is set as endLine. I then draw a line between the points.
public void render()
{
int tempPixels[][] = new int[(int) Math.max(vertex_1.getX(), Math.max(vertex_2.getX(), vertex_3.getX())) + 30][(int) Math.max(vertex_1.getY(), Math.max(vertex_2.getY(), vertex_3.getY())) + 30];
for (int x = 0; x < vector_1.getWidth(); x++)
{
for (int y = 0; y < vector_1.getHeight(); y++)
{
if (vector_1.getPixels()[x][y] == 1)
{
tempPixels[(int) (x + Math.min(vertex_1.getX(), vertex_2.getX()))][(int) (y + Math.min(vertex_1.getY(), vertex_2.getY()))] = 1;
}
}
}
for (int x = 0; x < vector_2.getWidth(); x++)
{
for (int y = 0; y < vector_2.getHeight(); y++)
{
if (vector_2.getPixels()[x][y] == 1)
{
tempPixels[(int) (x + Math.min(vertex_2.getX(), vertex_3.getX()))][(int) (y + Math.min(vertex_2.getY(), vertex_3.getY()))] = 1;
}
}
}
for (int x = 0; x < vector_3.getWidth(); x++)
{
for (int y = 0; y < vector_3.getHeight(); y++)
{
if (vector_3.getPixels()[x][y] == 1)
{
tempPixels[(int) (x + Math.min(vertex_3.getX(), vertex_1.getX()))][(int) (y + Math.min(vertex_3.getY(), vertex_1.getY()))] = 1;
}
}
}
for (int y = 0; y < (int) Math.max(vertex_1.getY(), Math.max(vertex_2.getY(), vertex_3.getY())) + 4; y++)
{
int beginLine = -1;
int endLine = -1;
for (int x = 0; x < (int) Math.max(vertex_1.getX(), Math.max(vertex_2.getX(), vertex_3.getX())) + 4; x++)
{
if (tempPixels[x][y] == 1)
{
if (beginLine == -1)
{
beginLine = x;
}
else
{
endLine = x;
}
}
}
for (int i = beginLine; i < endLine; i++)
{
pixels[i][y] = 1;
colors[i][y] = Color.PINK;
}
}
vector_1.render();
vector_2.render();
vector_3.render();
vertex_1.render();
vertex_2.render();
vertex_3.render();
}
So basically my questions are: Is this algorithm inefficient, if so what would be a better way? Why is it tearing near the vertices's only?