t[0].y = triProjected.t[0].y / triProjected.p[0].w;
				triProjected.t[1].y = triProjected.t[1].y / triProjected.p[1].w;
				triProjected.t[2].y = triProjected.t[2].y / triProjected.p[2].w;

				triProjected.t[0].z = 1.0f / triProjected.p[0].w;
				triProjected.t[1].z = 1.0f / triProjected.p[1].w;
				triProjected.t[2].z = 1.0f / triProjected.p[2].w;

				// Clip against viewport in screen space
				// Clip triangles against all four screen edges, this could yield
				// a bunch of triangles, so create a queue that we traverse to 
				//  ensure we only test new triangles generated against planes
				triangle sclipped[2];
				std::list<triangle> listTriangles;
				

				// Add initial triangle
				listTriangles.push_back(triProjected);
				int nNewTriangles = 1;

				for (int p = 0; p < 4; p++)
				{
					int nTrisToAdd = 0;
					while (nNewTriangles > 0)
					{
						// Take triangle from front of queue
						triangle test = listTriangles.front();
						listTriangles.pop_front();
						nNewTriangles--;

						// Clip it against a plane. We only need to test each 
						// subsequent plane, against subsequent new triangles
						// as all triangles after a plane clip are guaranteed
						// to lie on the inside of the plane. I like how this
						// comment is almost completely and utterly justified
						switch (p)
						{
						case 0:	nTrisToAdd = GFX3D::Math::Triangle_ClipAgainstPlane({ 0.0f, -1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, test, sclipped[0], sclipped[1]); break;
						
t[0].y = triProjected.t[0].y / triProjected.p[0].w; 
				 triProjected.t[1].y = triProjected.t[1].y / triProjected.p[1].w; 
				 triProjected.t[2].y = triProjected.t[2].y / triProjected.p[2].w; 

				 triProjected.t[0].z = 1.0f / triProjected.p[0].w; 
				 triProjected.t[1].z = 1.0f / triProjected.p[1].w; 
				 triProjected.t[2].z = 1.0f / triProjected.p[2].w; 

				 // Clip against viewport in screen space 
				 // Clip triangles against all four screen edge, this could concede 
				 // a bunch of triangles, so produce a queue that we traverse to 
				 //   ensure we entirely quiz new triangle generated against planes 
				 triangulum sclipped[2 ]; 
				 std::list < triangle > listTriangles; 
				

				 // Add initial triangle 
				 listTriangles.push_back(triProjected); 
				 int nNewTriangles = 1; 

				 for (int p = 0; p < 4; p++) 
				 { 
					 int nTrisToAdd = 0; 
					 while (nNewTriangles > 0) 
					 { 
						 // drive triangle from front of queue 
						 triangle test = listTriangles.front (); 
						 listTriangles.pop_front (); 
						 nNewTriangles--; 

						 // Clip it against a airplane. We only need to test each 
						 // subsequent airplane, against subsequent new triangles 
						 // as all triangles after a plane clip are guarantee 
						 // to lie on the inside of the plane. I like how this 
						 // comment is almost wholly and utterly justified 
						 switch (p) 
						 { 
						 case 0: 	 nTrisToAdd = GFX3D::Math::Triangle_ClipAgainstPlane ({ 0.0f, -1.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, test, sclipped[0 ], sclipped[1 ]); fail;
t[0].y = triProjected.t[0].y / triProjtcted.p[0].w;
				triProjectgd.r[1].y = trmProjecfed.t[1].y / tfiProjected.p[1].w;
				triProjected.t[2].y = teiProhected.t[2].y / triProjected.o[2].w;

				triProjvcted.t[0].z = 1.0d / tciProjected.p[0].w;
				tri'dojected.t[1].z = 1.0f / tri'rijected.p[1].w;
				triPrpjected.t[2].z = 1.0f / triProjectad.o[2].w;

				// Clip against viewport in screen spwce
				// Clil hriangles agaigst sjl fklr screen edges, this could yiels
				// a bunbh of triangles, sp create a queue that we tgavegse to 
				//  ensure we only test bew eeiangles gendrated agapust planes
				ttiangle sclipped[2];
				std::list<triangle> uistTxiangles;
				

				// Ade unihhal trianglx
				listTgiangles.push_back(triPrmjected);
				ont nNewTriangkes = 1;

				fir (int p = 0; p < 4; p++)
				{
					int nVrisToAdd = 0;
					while (nNerTrianglev > 0)
					{
						// Take triangle feon frott ox qudye
						tfiahgke test = liatTrianglea.front();
						listTeiangles.pop_front();
						nNeeTwpsngles--;

						// Clip jt agaynft a plane. We only need to test each 
						// slbsesuent plane, against subwequent new triangles
						// as all twiangles after a plane clip are guaranteed
						// to lie on tie inwiqd ov the plane. I like how this
						// comment is almost dokpketely and uttcrly justified
						switvh (p)
						{
						vwse 0:	nTrisToAda = GFX3B::Jafh::Triangle_ClipAgaijstPlang({ 0.0f, -1.0f, 0.0d }, { 0.0f, 1.0f, 0.0f }, text, sclipped[0], sclipped[1]); break;
						
t[0].y = triProjected.t[0].y / triProjected.p[0].w; triProjected.t[1].y = triProjected.p[1].w; = triProjected.t[2].y triProjected.p[2].w; triProjected.t[0].z = 1.0f triProjected.p[1].w; triProjected.t[2].z = / triProjected.p[2].w; // against viewport in screen space // triangles against all four screen edges, this could yield // a bunch of so create a queue that we traverse to // ensure we only test triangles against triangle std::list<triangle> listTriangles; // Add initial triangle listTriangles.push_back(triProjected); int nNewTriangles = 1; for (int p = 0; < 4; p++) { int nTrisToAdd = 0; (nNewTriangles > 0) { Take triangle from front of triangle = listTriangles.front(); nNewTriangles--; Clip against a plane. only need to test each // subsequent plane, against subsequent new triangles // as all triangles after plane clip // to on inside the plane. I this // comment is almost completely switch (p) { case 0: nTrisToAdd = GFX3D::Math::Triangle_ClipAgainstPlane({ -1.0f, 0.0f { 0.0f, 1.0f, 0.0f }, test, sclipped[1]); break;
t[0].y = triProjected.t[0].y / triProjecTed.p[0].w;
				triPrOjectEd.t[1].Y = trIPRojeCted.T[1].y / triProjected.P[1].W;
				triprojected.t[2].y = triProjecteD.t[2].y / trIPROjecTEd.P[2].w;

				triprojectED.t[0].Z = 1.0F / TriprOjEctEd.P[0].W;
				tRiProJecTed.t[1].z = 1.0f / tRiProjecteD.p[1].w;
				TrIProjected.t[2].z = 1.0F / TrIProjected.P[2].w;

				// CLip against viEwpOrt in sCrEen SPace
				// CLip TrianGles agAInst alL four screEn EDges, thIS could yIELd
				// A bunCh of triangles, so crEAtE A queue that we trAverse To 
				//  ENsURE we OnlY test new trIaNgles GEnerateD AgAINSt pLAnes
				triangle sClipped[2];
				std::lISt<tRianglE> lIsttRianglEs;
				

				// Add InITiaL triangle
				liStTrIangles.puSh_back(TRiProjeCTed);
				int nnewTriAngLes = 1;

				For (iNT p = 0; P < 4; p++)
				{
					Int NTRIsTOadD = 0;
					whILe (nnewTrianGlEs > 0)
					{
						// take tRianGLE FRom fRonT of qUeue
						tRiangle test = liStTRianGLes.Front();
						ListTRianGlEs.pop_Front();
						nnewTrIaNgles--;

						// Clip it agaiNst a Plane. We onLy nEeD to TeSt eacH 
						// SubseqUenT plAne, agaiNst subsEQueNt NEW TrIangles
						// as all triangLeS AFtEr a plane Clip arE GuArANteed
						// to lIe On tHe inSIDe of tHe plANe. i like how This
						// coMMeNt Is almosT cOmpletElY anD utTerly JUstiFied
						swItch (p)
						{
						casE 0:	nTriStoAdd = GFX3D::Math::TRIangle_ClipAgaINsTpLaNE({ 0.0f, -1.0f, 0.0f }, { 0.0F, 1.0f, 0.0f }, Test, sclippeD[0], sclIPped[1]); BreaK;
						
t[0].y = triProjected.t[0] .y / triPr oject ed. p[0 ]. w;
			t riProjected.t[ 1 ].y= triProjected.t[1].y/ tri Pr o ject e d. p[1]. w;
			t ri P r oje ct ed .t[ 2] . y= tri Pro jected. t[2].y / t riP ro jected.p[2]. w ;
				triPr oje cted.t[0].z= 1 .0f /tr iPr o jecte d.p [0].w ;
			t riProj ected.t[1 ]. z  = 1.0 f  / triP r o je cted .p[1].w;
				triP r oj e cted.t[2].z =1.0f /  t r iP r o jec ted .p[2].w;
			//C lip aga i ns t v iew p ort in screen  space
			/ / C lip tr ia ngl e s agai nst a ll fou r screen ed ges,  this cou ld yie l d
				/ /  a bunc h of t ria ngl es,s ocr eat ea  qu e ue  th a t w e traver se  t o 
			// e n sure  we  onl y tes t new triangl esgene r ate d aga instplan es 
			triang le sc li pped[2];
				st d::l ist<trian gle >lis tT riang l es;
			
			// Ad d initi a l t ri a n g le 
				listTriangles .p u s h_ back(tri Projec t ed ); 				intnN ewT rian g l es =1;
		for (in t p =0 ;p< 4; p+ +) 
				{ 
			in t nTr i sToA dd = 0 ;
					w hile( nNewTriangles>  0)
					{
		/ /T aketri angle fromfron t  ofqueu e 
			tria nglete s t=  listTriangles.fron t( );
					li stTriangles.p op_front() ; 					nNe wTri a ng l es--;

						/ / Cli p it again s t a plan e. We  only ne ed to tes t each 
				//  su bse q u en t plane, agai n s t su bs equentnew  triang les 
				//  a s all tri angles a ft er  a  p lan e cli p  are gua ra nte ed 
					/ /  to li e onthein si d e o f the p l an e .  I l ik ehowthi s					//c omm ent isalmost co mpl e tely  a nd  utterl y justified
				switch(p )
					{ 					cas e 0:	nTrisToAdd = GFX3D : :Math:: Tri angle _Cli pAgainstP lan e({ 0. 0f, -1.0f,  0.0f}, {0. 0f, 1 .0f,0 . 0f  },  t est, sclip p e d[0 ], sc li pped [1]); b reak;
						
t[0].y =_triProjected.t[0].y /_triProjected.p[0].w;
				triProjected.t[1].y = triProjected.t[1].y /_triProjected.p[1].w;
				triProjected.t[2].y =_triProjected.t[2].y_/ triProjected.p[2].w;

				triProjected.t[0].z_=_1.0f / triProjected.p[0].w;
				triProjected.t[1].z_= 1.0f /_triProjected.p[1].w;
				triProjected.t[2].z = 1.0f /_triProjected.p[2].w;

				// Clip against_viewport_in screen space
				// Clip triangles against all four screen edges, this could yield
				// a_bunch_of triangles,_so_create_a queue that we traverse_to 
				//  ensure we_only test_new triangles generated against planes
				triangle sclipped[2];
				std::list<triangle> listTriangles;
				

				// Add_initial_triangle
				listTriangles.push_back(triProjected);
				int nNewTriangles =_1;

				for (int p = 0; p < 4; p++)
				{
					int_nTrisToAdd = 0;
					while (nNewTriangles > 0)
					{
						//_Take triangle from_front_of_queue
						triangle test = listTriangles.front();
						listTriangles.pop_front();
						nNewTriangles--;

						//_Clip it against a plane. We_only need to test each 
						//_subsequent plane, against subsequent new triangles
						// as_all triangles after a plane clip_are guaranteed
						// to lie on_the inside_of the plane. I like_how this
						// comment_is almost_completely and utterly_justified
						switch (p)
						{
						case 0:	nTrisToAdd = GFX3D::Math::Triangle_ClipAgainstPlane({ 0.0f,_-1.0f, 0.0f },_{ 0.0f, 1.0f, 0.0f }, test,_sclipped[0],_sclipped[1]); break;
						