Original Post
i have a software renderer that i want to multithread. I've asked this question on gamedev before but people suggested diving the frame buffer up. I gave up once i heard this, but now i'm interested at looking at this again. my initial idea was to simply split the geometry in to parts and let a thread hand the vertex transform and rasterisation of each part. This seemed to work fine although i saw no performance gain in a dual core cpu. so im wondering how the dividing the frame buffer up works, isnt more work involved in calculating what sectors of the frame buffer the triangles fall in? do you clip the triangles to each portion of the frame buffer?