This is a bit of a stretch, but does anybody have experience implementing frustum polygon clipping, in software, in a very resource-constrained environment? I've some questions I'd love to ask.
My current approach seems to be unviable, it's taking up more of my frame time than rasterisation!
@jsbarretto Do you need to truly clip the triangles (i.e. generate new vertices at the frustum boundary), or would simple culling be enough?